<?xml version="1.0" encoding="UTF-8"?>
<Projectiles>
	<!--PLEASE do not mix and match projectiles from different categories. Use the-->
	<!--correct projectile type for the unit type you are working on - this helps-->
	<!--with balance issues.  THANKS!-->

	<!--Land Unit Projectiles USE THESE ONLY FOR LAND UNITS!!!-->

	<!--Laser colors are now faction specific!!!-->
		<!--Red = Rebel (Texture Slot 0,0)-->
		<!--Green = Empire (Texture Slot 3,0)-->
		<!--Yellow = Underworld (Texture Slot 2,0)-->
		<!--Violet = Hutts (Texture Slot 1,1)-->
		<!--Orange = Pirates (Texture Slot 1,0)-->
		<!--Light Blue - Indigenous (Texture Slot 0,1)-->
		<!--As of v2.8.7, Indigenous now use Orange lasers-->

	<!--Invisible projectile for Empire Offensive Sensor Node to prevent assertion errors-->
	<Projectile Name="Proj_Dummy_Invisible">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Space_Model_Name>W_LASER_INVISIBLE.ALO</Space_Model_Name>
		<Damage_Type>Damage_Default</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>10.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>300.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>0.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle/>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle/>
		<AI_Combat_Power>1</AI_Combat_Power>
	</Projectile>

	<!--Infantry Projectiles -->
		<!--Section I: Non-Ranged / Melee Weapons-->
			<!-- Subpart A: Light Sabers-->

	<!--Invisible bullet projectile that is fired from swinging a lightsaber / melee weapon-->
	<Projectile Name="Proj_Lightsaber">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type>Damage_Infantry_LightSaber</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>35.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>100.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle/>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Lightsaber_Vader">
		<Variant_Of_Existing_Type>Proj_Lightsaber</Variant_Of_Existing_Type>
		<Projectile_Damage>120.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Lightsaber_Yoda">
		<Variant_Of_Existing_Type>Proj_Lightsaber</Variant_Of_Existing_Type>
		<Projectile_Damage>100</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Lightsaber_Adept">
		<Variant_Of_Existing_Type>Proj_Lightsaber</Variant_Of_Existing_Type>
		<Projectile_Damage>75</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Lightsaber_Adept_Story"><!--Need a low damage variant for Story-->
		<Variant_Of_Existing_Type>Proj_Lightsaber</Variant_Of_Existing_Type>
		<Projectile_Damage>40</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Lightsaber_Luke">
		<Variant_Of_Existing_Type>Proj_Lightsaber</Variant_Of_Existing_Type>
		<Projectile_Damage>80</Projectile_Damage>
	</Projectile>

	<Projectile Name="Lukes_Light_Saber"><!--Saber Throw-->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>RI_saber_spin.ALO</Land_Model_Name>
		<Scale_Factor>2.0</Scale_Factor>
		<Max_Speed>8.0</Max_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>LIGHT_SABER</Projectile_Category>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Rocket_Straight_Distance>250</Projectile_Rocket_Straight_Distance>
		<Projectile_Max_Flight_Distance>250.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>30.0</Projectile_Damage>
		<Projectile_Stun_Radius>23</Projectile_Stun_Radius>
		<Damage_Type>Damage_Infantry_LightSaber</Damage_Type>
		<Projectile_SFXEvent_Detonate>Unit_Light_Saber_Hit</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>Unit_Light_Saber_Hit</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Silri_Lightsaber_Whip">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type>Damage_Infantry_LightSaber</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>35.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>80.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle/>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
	</Projectile>

			<!--Subpart B: Swords / Sword-like-->

	<Projectile Name="Proj_Force_Pike"><!-- For Imperial Guards -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type>Damage_Infantry_Melee</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>15.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>35.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>100.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle/>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Dark_Trooper_Blade"><!-- Dark Trooper Phase I -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type>Damage_Infantry_Melee</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>35.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>70.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle/>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Urai_Cortosis_Blades">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type>Damage_Infantry_LightSaber</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>12.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>25.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>100.0</Projectile_Damage>
		<Projectile_Blast_Area_Range>18.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>100.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle/>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
	</Projectile>

			<!-- Subpart C: Hits and Bites -->

	<!-- Rancor default melee swing which uses the same invisible projectile as the lightsabers -->
	<Projectile Name="Proj_Rancor_Hit">
		<Variant_Of_Existing_Type>Proj_Lightsaber</Variant_Of_Existing_Type>
		<Max_Speed>15.0</Max_Speed>
		<Projectile_Max_Flight_Distance>100.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>150.0</Projectile_Damage>
		<Projectile_Blast_Area_Range>15.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>150.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Damage_Type>Damage_Rancor</Damage_Type>
		<Internal_Damage_Type>Damage_Force_Whirlwind</Internal_Damage_Type>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle/>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Nightsister_Rancor_Hit">
		<Variant_Of_Existing_Type>Proj_Lightsaber</Variant_Of_Existing_Type>
		<Max_Speed>15.0</Max_Speed>
		<Projectile_Max_Flight_Distance>100.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>100.0</Projectile_Damage>
		<Projectile_Blast_Area_Range>16.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>100.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Damage_Type>Damage_Rancor</Damage_Type>
		<Internal_Damage_Type>Damage_Force_Whirlwind</Internal_Damage_Type>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle/>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_UM06_Nightsister_Rancor_Hit">
		<Variant_Of_Existing_Type>Proj_Lightsaber</Variant_Of_Existing_Type>
		<Max_Speed>15.0</Max_Speed>
		<Projectile_Max_Flight_Distance>100.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>250.0</Projectile_Damage>
		<Projectile_Blast_Area_Range>20.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>250.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Damage_Type>Damage_Rancor</Damage_Type>
		<Internal_Damage_Type>Damage_Force_Whirlwind</Internal_Damage_Type>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle/>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Wampa_Hit">
		<Variant_Of_Existing_Type>Proj_Lightsaber</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>50.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>60.0</Projectile_Damage>
		<Damage_Type>Damage_Wampa</Damage_Type>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle/>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Swamp_Bug_Bite"><!-- Used for the swamp bug swarms -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<Max_Speed>15.0</Max_Speed>
		<Damage_Type>Damage_BugBite</Damage_Type>

		<Scale_Factor>1.0</Scale_Factor>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>10.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Lifetime>3.0</Projectile_Max_Lifetime>

		<Projectile_Damage>1.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Object_Detonation_Particle>Tiny_Dud</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Tiny_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Tiny_Dud</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX/>
		<AI_Combat_Power>40</AI_Combat_Power>
		<Death_Explosions/>
		<Death_SFXEvent_Start_Die/>
		<AI_Combat_Power>1</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Vornskr_Bite">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type>Damage_VornskrBite</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>20.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>25.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle/>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
	</Projectile>

			<!-- Subpart D: Misc. -->

	<Projectile Name="Proj_Indig_Nightsister_Lightning">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LIGHTNING_BLAST.ALO</Land_Model_Name>
		<Damage_Type>Damage_Infantry_Melee</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>10.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>50.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>40.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle/>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Felucia_Planet_Spores"><!-- Used for spore spewing plant on Felucia -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<Max_Speed>1.3</Max_Speed>
		<Damage_Type>Damage_BugBite</Damage_Type>
		<AI_Combat_Power>5</AI_Combat_Power>

		<Scale_Factor>1.0</Scale_Factor>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>75</Projectile_Max_Flight_Distance>
		<Projectile_Max_Lifetime>75</Projectile_Max_Lifetime>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Damage>4</Projectile_Damage>
		<Projectile_Blast_Area_Damage>4</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>75</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Object_Detonation_Particle/>
		<Projectile_Object_Armor_Reduced_Detonation_Particle/>

		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle/>
		<Projectile_Ground_Detonation_SurfaceFX/>
		<Death_Explosions/>
		<Death_SFXEvent_Start_Die/>
	</Projectile>

	<Projectile Name="Proj_Felucia_Planet_Spikes"><!-- Used for spike throwing plant on Felucia -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<Max_Speed>9.0</Max_Speed>
		<Damage_Type>Damage_SpikePlant</Damage_Type>
		<AI_Combat_Power>5</AI_Combat_Power>

		<Scale_Factor>1.0</Scale_Factor>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>75</Projectile_Max_Flight_Distance>
		<Projectile_Max_Lifetime>75</Projectile_Max_Lifetime>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Damage>8</Projectile_Damage>
		<Projectile_Blast_Area_Damage>8</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>75</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Object_Detonation_Particle/>
		<Projectile_Object_Armor_Reduced_Detonation_Particle/>

		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle/>
		<Projectile_Ground_Detonation_SurfaceFX/>
		<Death_Explosions/>
		<Death_SFXEvent_Start_Die/>
	</Projectile>

		<!-- Section II: Lasers / Blasters -->
			<!-- Subpart A: Handheld Blasers -->

	<Projectile Name="Proj_Infantry_Blaster_Red">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_SMALL.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.3</Projectile_Width>
		<Projectile_Length>3.0</Projectile_Length>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Infantry_Blaster</Damage_Type>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>4.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Tiny_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Projectile_Dirt_Collide</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>40</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>Unit_Projectile_Infantry_Ricochet</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Infantry_Blaster_Green">
		<Variant_Of_Existing_Type>Proj_Infantry_Blaster_Red</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Projectile_Damage>4.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Infantry_Blaster_Yellow">
		<Variant_Of_Existing_Type>Proj_Infantry_Blaster_Red</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Damage>4.0</Projectile_Damage>
	</Projectile>
	<Projectile Name="Proj_Infantry_Blaster_Yellow_Disruptor_Pre">
		<Variant_Of_Existing_Type>Proj_Infantry_Blaster_Red</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Damage>5.0</Projectile_Damage>

		<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</Projectile_Fire_Recharge_Seconds>
	</Projectile>

	<Projectile Name="Proj_Infantry_Blaster_Violet">
		<Variant_Of_Existing_Type>Proj_Infantry_Blaster_Red</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>1,1</Projectile_Texture_Slot>
		<Projectile_Damage>4.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Infantry_Blaster_Orange">
		<Variant_Of_Existing_Type>Proj_Infantry_Blaster_Red</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>1,0</Projectile_Texture_Slot>
		<Projectile_Damage>4.0</Projectile_Damage>
		<Max_Speed>12.0</Max_Speed>
	</Projectile>

	<Projectile Name="Proj_Infantry_Blaster_Blue">
		<Variant_Of_Existing_Type>Proj_Infantry_Blaster_Red</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>0,1</Projectile_Texture_Slot>
		<Projectile_Damage>4.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Tyber_Zann_Blaster_Shotgun">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type>Damage_Infantry_Shotgun</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>20.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>100.0</Projectile_Max_Flight_Distance>

		<Projectile_Damage>50.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>50.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>25.0</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle/>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Object_Creation_Particle>Tyber_Shotgun_Effect</Projectile_Object_Creation_Particle>

		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
	</Projectile>

			<!-- Subpart B: Heavy Blasters --><!-- IG-88, Dark Trooper Phase 2, etc. -->

	<Projectile Name="Proj_Infantry_Heavy_Blaster_Red">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_SMALL.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.4</Projectile_Width>
		<Projectile_Length>7.0</Projectile_Length>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Infantry_Heavy_Blaster</Damage_Type>
		<Max_Speed>9.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>600.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Projectile_Dirt_Collide</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>60</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>Unit_Projectile_Infantry_Ricochet</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Infantry_Heavy_Blaster_Green">
		<Variant_Of_Existing_Type>Proj_Infantry_Heavy_Blaster_Red</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Projectile_Damage>10.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Infantry_Heavy_Blaster_Yellow">
		<Variant_Of_Existing_Type>Proj_Infantry_Heavy_Blaster_Red</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Damage>10.0</Projectile_Damage>
	</Projectile>
	<Projectile Name="Proj_Infantry_Heavy_Blaster_Yellow_B2">
		<Variant_Of_Existing_Type>Proj_Infantry_Heavy_Blaster_Red</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Damage>6.0</Projectile_Damage>
		
		<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>0.8</Projectile_Fire_Recharge_Seconds>
		<SFXEvent_Fire>Unit_Storm_Trooper_Fire</SFXEvent_Fire>
	</Projectile>

	<Projectile Name="Proj_Infantry_Heavy_Blaster_Violet">
		<Variant_Of_Existing_Type>Proj_Infantry_Heavy_Blaster_Red</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>1,1</Projectile_Texture_Slot>
		<Projectile_Damage>10.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Infantry_Heavy_Blaster_Orange">
		<Variant_Of_Existing_Type>Proj_Infantry_Heavy_Blaster_Red</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>1,0</Projectile_Texture_Slot>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Max_Speed>10.0</Max_Speed>
	</Projectile>

	<Projectile Name="Proj_Infantry_Heavy_Blaster_Blue">
		<Variant_Of_Existing_Type>Proj_Infantry_Heavy_Blaster_Red</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>0,1</Projectile_Texture_Slot>
		<Projectile_Damage>10.0</Projectile_Damage>
	</Projectile>

			<!-- Subpart C: Snipers -->

	<Projectile Name="Proj_Infantry_Sniper_Red">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_SMALL.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.3</Projectile_Width>
		<Projectile_Length>5.0</Projectile_Length>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Infantry_Sniper</Damage_Type>
		<Max_Speed>15.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>750.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>40.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Tiny_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Projectile_Dirt_Collide</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>100</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>Unit_Projectile_Infantry_Ricochet</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Infantry_Sniper_Green">
		<Variant_Of_Existing_Type>Proj_Infantry_Sniper_Red</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Projectile_Damage>40.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Infantry_Sniper_Yellow">
		<Variant_Of_Existing_Type>Proj_Infantry_Sniper_Red</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Damage>40.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Infantry_Sniper_Violet">
		<Variant_Of_Existing_Type>Proj_Infantry_Sniper_Red</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>1,1</Projectile_Texture_Slot>
		<Projectile_Damage>40.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Infantry_Sniper_Orange">
		<Variant_Of_Existing_Type>Proj_Infantry_Sniper_Red</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>1,0</Projectile_Texture_Slot>
		<Projectile_Damage>40</Projectile_Damage>
		<Max_Speed>20.0</Max_Speed>
	</Projectile>

	<Projectile Name="Proj_Infantry_Sniper_Blue">
		<Variant_Of_Existing_Type>Proj_Infantry_Sniper_Red</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>0,1</Projectile_Texture_Slot>
		<Projectile_Damage>40</Projectile_Damage>
	</Projectile>

		<!--Section III: Explosives-->
			<!--Subpart A: Rocketry-->

	<Projectile Name="Proj_Infantry_Plex_Missile">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_concussion_missile.alo</Land_Model_Name>
		<Scale_Factor>0.3</Scale_Factor>
		<Damage_Type>Damage_Infantry_PLEX</Damage_Type>
		<Max_Speed>9.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>ROCKET</Projectile_Category>

		<Projectile_Rocket_Curve_Distance>50</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>10</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>0</Projectile_Rocket_Straight_Distance>

		<Projectile_Target_Point_On_Terrain>False</Projectile_Target_Point_On_Terrain>
		<Projectile_Max_Flight_Distance>320.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>210.0</Projectile_Max_Scan_Range>

		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Blast_Area_Range>24.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>20.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>2</Projectile_Blast_Area_Dropoff_Tiers>

		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Missile_Explosion_Ground_Hit</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Dud</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Small_Explosion_Land</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>120</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Dark_Trooper_Missile"><!-- For Phase III -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_concussion_missile.alo</Land_Model_Name>
		<Scale_Factor>0.3</Scale_Factor>
		<Damage_Type>Damage_Infantry_PLEX</Damage_Type>
		<Max_Speed>9.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>ROCKET</Projectile_Category>

		<Projectile_Rocket_Curve_Distance>50</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>10</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>0</Projectile_Rocket_Straight_Distance>

		<Projectile_Target_Point_On_Terrain>False</Projectile_Target_Point_On_Terrain>
		<Projectile_Max_Flight_Distance>330.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>350.0</Projectile_Max_Scan_Range>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Blast_Area_Range>15.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>20.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Missile_Explosion_Ground_Hit</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Dud</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Small_Explosion_Land</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>120</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

			<!-- Subpart B: Bombs / Grenades-->

	<Projectile Name="Proj_Infantry_Remote_Bomb">
		<Land_Model_Name>w_landmine.alo</Land_Model_Name>
		<Space_Model_Name>w_landmine.alo</Space_Model_Name>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<Is_Decoration>No</Is_Decoration>
		<!--AJA - Max_Speed and Projectile_Grenade_Gravity interact together to determine-->
		<!--the shape of the grenade's lobbing arc. A side-effect of adjusting these values-->
		<!--is the maximum distance the grenade can travel! Be aware of that while adjusting-->
		<!--these values! Projectile_Grenade_Gravity_Lob_Mod is just a multiplier on Projectile_Grenade_Gravity.-->
		<Max_Speed>20.0</Max_Speed>
		<Projectile_Grenade_Gravity>1.0</Projectile_Grenade_Gravity>
		<Projectile_Grenade_Gravity_Lob_Mod>1.0</Projectile_Grenade_Gravity_Lob_Mod>
		<Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>
		<Damage_Type>Damage_Infantry_Explosive</Damage_Type>
		<Internal_Damage_Type>Damage_Remote_Bomb</Internal_Damage_Type>
		<Scale_Factor>2.0</Scale_Factor>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, BOMB, REVEAL, DAMAGE_TRACKING, HIDE_WHEN_FOGGED, PROXIMITY_MINE, SELECTABLE</Behavior>
		<Projectile_Category>GRENADE</Projectile_Category>
		<Projectile_Grenade_Sticks_On_Collision>yes</Projectile_Grenade_Sticks_On_Collision>

		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>3</Projectile_Blast_Area_Dropoff_Tiers>

		<!--<Projectile_Max_Flight_Distance>30000.0</Projectile_Max_Flight_Distance>-->
		<Projectile_Max_Lifetime>900.0</Projectile_Max_Lifetime><!--Oksana: give it a few minutes... generally, it will die of collision.-->

		<Projectile_Damage>0.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Death_Explosions>Remote_Bomb_Blast_Effect</Death_Explosions>
		<Death_SFXEvent_Start_Die>Unit_Katarn_Building_Bomb_SFX</Death_SFXEvent_Start_Die>
		<AI_Combat_Power>300</AI_Combat_Power>
		<Friendly_Damage_Amount>200</Friendly_Damage_Amount>
		<Land_FOW_Reveal_Range>100.0</Land_FOW_Reveal_Range>
		<Lua_Script>ObjectScript_RemoteBomb</Lua_Script>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collidable_By_Projectile_Dead>Yes</Collidable_By_Projectile_Dead>
		<Tactical_Health>1</Tactical_Health>
		<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
		<Text_ID>TEXT_REMOTE_BOMB</Text_ID>
		<Encyclopedia_Text>TEXT_REMOTE_BOMB_DESC</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_BOMB_CLASS</Encyclopedia_Unit_Class>
		<IsDeathCloneObstacle>Yes</IsDeathCloneObstacle>
		<Avoidance_Disabled>Yes</Avoidance_Disabled>
		<CategoryMask>Infantry</CategoryMask>
		<Space_Layer>Land</Space_Layer>
		<UnitCollisionClass>Infantry</UnitCollisionClass>
		<CanCellStack>yes</CanCellStack>
		<Mass>1.0</Mass>
		<Mouse_Collide_Override_Sphere_Radius>5</Mouse_Collide_Override_Sphere_Radius>
		<Remove_Upon_Death>yes</Remove_Upon_Death>
		<Influences_Capture_Point>no</Influences_Capture_Point>

		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
	</Projectile>

	<Projectile Name="Proj_Infantry_Sticky_Bomb">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>w_smallbomb.ALO</Land_Model_Name>
		<Space_Model_Name>w_smallbomb.ALO</Space_Model_Name>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<!--AJA - Max_Speed and Projectile_Grenade_Gravity interact together to determine-->
		<!--the shape of the grenade's lobbing arc. A side-effect of adjusting these values-->
		<!--is the maximum distance the grenade can travel! Be aware of that while adjusting-->
		<!--these values! Projectile_Grenade_Gravity_Lob_Mod is just a multiplier on Projectile_Grenade_Gravity.-->
		<Max_Speed>15.0</Max_Speed>
		<Projectile_Grenade_Gravity>1.0</Projectile_Grenade_Gravity>
		<Projectile_Grenade_Gravity_Lob_Mod>1.0</Projectile_Grenade_Gravity_Lob_Mod>
		<Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>
		<Damage_Type>Damage_Infantry_Explosive</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, BOMB</Behavior>
		<Projectile_Category>GRENADE</Projectile_Category>
		<Projectile_Blast_Area_Range>90.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>400.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Grenade_Sticks_On_Collision>yes</Projectile_Grenade_Sticks_On_Collision>

		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>3</Projectile_Blast_Area_Dropoff_Tiers>

		<Projectile_Max_Lifetime>900.0</Projectile_Max_Lifetime><!-- Oksana: give it a few minutes... generally, it will die of collision. -->

		<Projectile_Damage>0.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Death_Explosions>Thermal_Detonator_Explosion</Death_Explosions>
		<Death_SFXEvent_Start_Die>Unit_Katarn_Building_Bomb_SFX</Death_SFXEvent_Start_Die>
		<AI_Combat_Power>300</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Infantry_Hero_Sticky_Bomb">
		<Variant_Of_Existing_Type>Proj_Infantry_Sticky_Bomb</Variant_Of_Existing_Type>
		<Damage_Type>Damage_Infantry_Explosive</Damage_Type>
		<Projectile_Blast_Area_Range>100.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>500.0</Projectile_Blast_Area_Damage>
		<Death_Explosions>Small_Explosion_Land</Death_Explosions>
	</Projectile>

	<Projectile Name="Proj_Infantry_Concussion_Grenade"><!-- For Grenader Mercs -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_grenade.ALO</Land_Model_Name>
		<Scale_Factor>1.2</Scale_Factor>
		<Damage_Type>Damage_Infantry_Grenade</Damage_Type>
		<Max_Speed>10.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>GRENADE</Projectile_Category>
		<Projectile_Grenade_Gravity>0.62</Projectile_Grenade_Gravity> <!--was 0.7, 0.62 = 180 range-->
		<Projectile_Grenade_Gravity_Lob_Mod>0.8</Projectile_Grenade_Gravity_Lob_Mod>
		<Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>
		<Projectile_Max_Lifetime>900.0</Projectile_Max_Lifetime>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>10</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>18</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Object_Detonation_Particle>Thermal_Detonator_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Thermal_Detonator_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Thermal_Detonator_Explosion</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Thermal_Detonator_Explosion</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>5</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Grenade_Detonation</Projectile_SFXEvent_Detonate>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Infantry_Rifleman_Grenade"><!-- For Rebel RifleGrenadiers - same as above but with less gravity. -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_grenade.ALO</Land_Model_Name>
		<Scale_Factor>1.2</Scale_Factor>
		<Damage_Type>Damage_Infantry_Grenade</Damage_Type>
		<Max_Speed>10.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>GRENADE</Projectile_Category>
		<Projectile_Grenade_Gravity>0.1</Projectile_Grenade_Gravity>
		<Projectile_Grenade_Gravity_Lob_Mod>0.3</Projectile_Grenade_Gravity_Lob_Mod>
		<Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>
		<Projectile_Max_Lifetime>900.0</Projectile_Max_Lifetime>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>10</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>18</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Object_Detonation_Particle>Thermal_Detonator_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Thermal_Detonator_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Thermal_Detonator_Explosion</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Thermal_Detonator_Explosion</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>5</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Grenade_Detonation</Projectile_SFXEvent_Detonate>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Bossk_Heavy_Blaster">
		<Variant_Of_Existing_Type>Proj_Infantry_Heavy_Blaster_Red</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Damage>10.0</Projectile_Damage>

		<Projectile_Fire_Recharge_Seconds>0.4</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.4</Projectile_Fire_Pulse_Delay_Seconds>
	</Projectile>

	<Projectile Name="Proj_Bossk_Plasma_Grenade">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>w_grenade.alo</Land_Model_Name>
		<Scale_Factor>1.2</Scale_Factor>
		<Damage_Type>Damage_Infantry_Grenade</Damage_Type>
		<Max_Speed>10.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>GRENADE</Projectile_Category>
		<Projectile_Grenade_Gravity>0.7</Projectile_Grenade_Gravity>
		<Projectile_Grenade_Gravity_Lob_Mod>0.8</Projectile_Grenade_Gravity_Lob_Mod>
		<Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>
		<Projectile_Max_Lifetime>900.0</Projectile_Max_Lifetime>

		<Projectile_Fire_Recharge_Seconds>6</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Damage>0.0</Projectile_Damage>

		<Projectile_Object_Detonation_Particle>Bossk_Plasma_Grenade_Burn</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Bossk_Plasma_Grenade_Burn</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Bossk_Plasma_Grenade_Burn</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Bossk_Plasma_Grenade_Burn</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>5</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Grenade_Detonation</Projectile_SFXEvent_Detonate>
	</Projectile>

		<!-- Section IV: Special Non-Indigenous Infantry Projectiles -->

	<Projectile Name="Proj_Infantry_Rail_Driver">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.5</Scale_Factor>
		<Damage_Type>Damage_Infantry_Railgun</Damage_Type>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<Land_Model_Name>P_FlakBeam.ALO</Land_Model_Name>
		<Space_Model_Name>P_FlakBeam.ALO</Space_Model_Name>

		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>3000.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>50.0</Projectile_Damage>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>

		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>200</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>Unit_Projectile_Infantry_Ricochet</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Hutt_Elite_Merc_Heavy_Blaster"><!-- need this for weapon swap ability to function properly -->
		<Variant_Of_Existing_Type>Proj_Infantry_Heavy_Blaster_Red</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>1,1</Projectile_Texture_Slot>
		<Projectile_Damage>5.0</Projectile_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<AI_Combat_Power>60</AI_Combat_Power>

		<Projectile_Fire_Pulse_Count>3</Projectile_Fire_Pulse_Count><!-- Making it a 3 round burst -->
		<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>1.2</Projectile_Fire_Recharge_Seconds>
		<SFXEvent_Fire>Unit_Storm_Trooper_Fire</SFXEvent_Fire>
	</Projectile>

	<Projectile Name="Proj_Hutt_Elite_Merc_Stun_Blaster"><!-- need this for weapon swap ability to function properly -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Infantry_Blaster</Damage_Type>
		<Max_Speed>8.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>2</Projectile_Width>
		<Projectile_Length>4</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>53,134,255,255</Projectile_Laser_Color>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>

		<Projectile_Damage>5.0</Projectile_Damage>
		<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>1.2</Projectile_Fire_Recharge_Seconds>
		<SFXEvent_Fire>Unit_Pyngani_Fire</SFXEvent_Fire>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>60</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>Unit_Projectile_Infantry_Ricochet</Projectile_SFXEvent_Detonate_Reduced_By_Armor>

		<!-- Stun specifics -->
		<Projectile_Stun_On_Detonation>Yes</Projectile_Stun_On_Detonation>
		<Projectile_Stun_Duration_Frames>180</Projectile_Stun_Duration_Frames>
		<Projectile_Stun_Radius>20</Projectile_Stun_Radius>
		<Projectile_Stun_Spawn_Effect/>
		<Projectile_Stun_Victims_Category_Mask>Infantry</Projectile_Stun_Victims_Category_Mask>
	</Projectile>

	<Projectile Name="Proj_Infantry_Disruptor_Cannon">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Infantry_Disruptor</Damage_Type>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<Land_Model_Name>p_disruptor_projectile.alo</Land_Model_Name>

		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>275.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10</Projectile_Damage>

		<Projectile_Fire_Pulse_Count>3</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>1</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>3</Projectile_Fire_Recharge_Seconds>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>

		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>40</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>Unit_Projectile_Infantry_Ricochet</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<SFXEvent_Fire>Unit_Disruptor_Fire</SFXEvent_Fire>
	</Projectile>

	<Projectile Name="Proj_Ewok_Bomb_Of_Doom">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>3.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<!--Instant explosion -->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<!--Not used - area_blast damage override this -->
		<Projectile_Damage>200.0</Projectile_Damage>

		<!--Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Blast_Area_Range>25</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>200</Projectile_Blast_Area_Damage>
		<Damage_Type>Damage_Self_Destruct</Damage_Type>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<!--Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Lifetime_Detonation_Particle>Ewok_Suicide_Bomb_Explosion</Projectile_Lifetime_Detonation_Particle>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Ewok_From_Handler_Bomb_Of_Doom">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>4.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<!-- Instant explosion -->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>

		<!-- Not used - area_blast damage override this -->
		<Projectile_Damage>200.0</Projectile_Damage>

		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Blast_Area_Range>25.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>200.0</Projectile_Blast_Area_Damage>
		<Damage_Type>Damage_Self_Destruct</Damage_Type>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>Unit_Ewok_Bomber_Death_Explosion</Projectile_SFXEvent_Detonate>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Lifetime_Detonation_Particle>Ewok_Suicide_Bomb_Explosion</Projectile_Lifetime_Detonation_Particle>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Cuarson_Flamethrower">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.625</Scale_Factor>
		<Damage_Type>Damage_Fire</Damage_Type>
		<Max_Speed>20.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<Land_Model_Name>P_Flamethrower01.ALO</Land_Model_Name>
		<Space_Model_Name>P_Flamethrower01.ALO</Space_Model_Name>

		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>100.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>8.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>8</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>16</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0.25</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>

		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>80</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>Unit_Flamethrower_Fire</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>Unit_Flamethrower_Fire</Projectile_SFXEvent_Detonate_Reduced_By_Armor>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Cuarson_Self_Destruct_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Damage_Type>Damage_Self_Destruct</Damage_Type>

		<!-- Instant explosion -->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>

		<!-- Not used - area_blast damage override this -->
		<Projectile_Damage>500.0</Projectile_Damage>

		<Projectile_Blast_Area_Range>200.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>500.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>2</Projectile_Blast_Area_Dropoff_Tiers>

		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Lifetime_Detonation_Particle>Pulse_Cannon_Tank_Self_Destruct_Explosion</Projectile_Lifetime_Detonation_Particle>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_IG88_Pulse_Cannon">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Infantry_Blaster</Damage_Type>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>3</Projectile_Width>
		<Projectile_Length>5</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>238,238,27,255</Projectile_Laser_Color>

		<Projectile_Category>laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<AI_Combat_Power>40</AI_Combat_Power>

		<Projectile_Damage>60.0</Projectile_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Blast_Area_Damage>60</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>20</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>

		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Damage_Land</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Dud</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Small_Damage_Land</Projectile_Absorbed_By_Shields_Particle>

		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>Unit_Projectile_Infantry_Ricochet</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_IG88_Infection_Poison">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_urai_poison_projectile.alo</Land_Model_Name>
		<Scale_Factor>2.0</Scale_Factor>
		<Max_Speed>12.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category> <!-- MISSILE -->
<!--		<Projectile_Grenade_Gravity>1.0</Projectile_Grenade_Gravity>
		<Projectile_Grenade_Gravity_Lob_Mod>0.8</Projectile_Grenade_Gravity_Lob_Mod>
		<Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>-->
		<Projectile_Max_Flight_Distance>1000.0</Projectile_Max_Flight_Distance>

		<Projectile_Damage>2.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>2</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>10</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
<!--		<Explode_When_Reached_Target_Radius>True</Explode_When_Reached_Target_Radius>
		<Projectile_Target_Point_On_Terrain>True</Projectile_Target_Point_On_Terrain>-->

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Projectile_Dirt_Collide</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Tiny_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>5</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Ewok_Rock_Hit</Projectile_SFXEvent_Detonate>
		<Causes_Infection>Yes</Causes_Infection>
		<Damage_Type>Damage_Infection</Damage_Type>
	</Projectile>

		<!--Section V: Special Indigenous Projectiles -->

	<Projectile Name="Proj_Indigenous_Wookiee_Bowcaster">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.3</Projectile_Width>
		<Projectile_Length>3.0</Projectile_Length>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Infantry_Blaster</Damage_Type>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>25.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Tiny_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>40</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>Unit_Projectile_Infantry_Ricochet</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Indigenous_Jawa_Ion_Blaster">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Vehicle_Cannon_Ion</Damage_Type>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>1</Projectile_Width>
		<Projectile_Length>3</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>104,181,230,255</Projectile_Laser_Color>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>40</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>Unit_Projectile_Infantry_Ricochet</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Indigenous_Ewok_Rock">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_EWOK_ROCK.ALO</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Infantry_Blaster</Damage_Type>
		<Max_Speed>7.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>MISSILE</Projectile_Category>
		<Projectile_Grenade_Gravity>0.5</Projectile_Grenade_Gravity>
		<Projectile_Grenade_Gravity_Lob_Mod>0.5</Projectile_Grenade_Gravity_Lob_Mod>
		<Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>
		<Projectile_Max_Flight_Distance>120.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>3.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Projectile_Dirt_Collide</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Tiny_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>5</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Ewok_Rock_Hit</Projectile_SFXEvent_Detonate>
	</Projectile>

	<Projectile Name="Proj_Indigenous_Gungan_Energy_Grenade">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_GUNGAN_PROJECTILE.ALO</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Infantry_Grenade</Damage_Type>
		<Max_Speed>7.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>MISSILE</Projectile_Category>
		<Projectile_Grenade_Gravity>0.5</Projectile_Grenade_Gravity>
		<Projectile_Grenade_Gravity_Lob_Mod>0.5</Projectile_Grenade_Gravity_Lob_Mod>
		<Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>
		<Projectile_Max_Flight_Distance>100.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>100.0</Projectile_Max_Scan_Range>
		<Projectile_Damage>12.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Blast_Area_Damage>12</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>20</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Object_Detonation_Particle>Small_Explosion_Space_Empire</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Explosion_Space_Empire</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Explosion_Space_Empire</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Small_Explosion_Space_Empire</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>5</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Grenade_Detonation</Projectile_SFXEvent_Detonate>
	</Projectile>

	<Projectile Name="Proj_Indigenous_Sand_Person_Rifle">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_SMALL.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.3</Projectile_Width>
		<Projectile_Length>3.0</Projectile_Length>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Damage_Type>Damage_Infantry_Sniper</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>1500.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>15.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Tiny_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Projectile_Dirt_Collide</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>40</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>Unit_Projectile_Infantry_Ricochet</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Indigenous_Geonosian_Sonic_Blaster">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Infantry_Blaster</Damage_Type>
		<Max_Speed>10.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>1</Projectile_Width>
		<Projectile_Length>3</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>57,0,244,255</Projectile_Laser_Color>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>6.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>40</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>Unit_Projectile_Infantry_Ricochet</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Indigenous_Pyngani_Carbonite_Gun">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Infantry_Blaster</Damage_Type>
		<Max_Speed>8.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>2</Projectile_Width>
		<Projectile_Length>4</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>53,134,255,255</Projectile_Laser_Color>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>4.0</Projectile_Damage>
		<Projectile_Fire_Recharge_Seconds>1</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>40</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Infantry_Blaster_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>Unit_Projectile_Infantry_Ricochet</Projectile_SFXEvent_Detonate_Reduced_By_Armor>

		<!-- Stun specifics -->
		<Projectile_Stun_On_Detonation>yes</Projectile_Stun_On_Detonation>
		<Projectile_Stun_Duration_Frames>300</Projectile_Stun_Duration_Frames>
		<Projectile_Stun_Radius>20</Projectile_Stun_Radius>
		<Projectile_Stun_Spawn_Effect/>
		<Projectile_Stun_Victims_Category_Mask>Vehicle | Infantry</Projectile_Stun_Victims_Category_Mask>
	</Projectile>

		<!-- Section VI: Misc. Projectiles -->
			<!-- Subpart A: Blast Effects -->

	<Projectile Name="Proj_Special_Han_Solo_Stun_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type>Damage_Default</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>0.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>0.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_SFXEvent_Detonate>SFX_Stun_Grenade_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Object_Detonation_Particle>Tani_Stun_Particles</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Tani_Stun_Particles</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Tani_Stun_Particles</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle/>
		<AI_Combat_Power>0</AI_Combat_Power>
		<Projectile_Stun_On_Detonation>Yes</Projectile_Stun_On_Detonation>
		<Projectile_Stun_Duration_Frames>600</Projectile_Stun_Duration_Frames>
		<Projectile_Stun_Radius>150</Projectile_Stun_Radius>
		<Projectile_Stun_Spawn_Effect>Han_Solo_Target_Stun_Effect</Projectile_Stun_Spawn_Effect>
		<Projectile_Stun_Victims_Category_Mask>Vehicle | Structure</Projectile_Stun_Victims_Category_Mask>
		<Projectile_Stun_Victims_Unit_Types>Scout_Trooper, IG-88, Droid_R2D2, Droid_C3P0, Dark_Trooper_PhaseI, Dark_Trooper_PhaseII, Dark_Trooper_PhaseIII</Projectile_Stun_Victims_Unit_Types>
	</Projectile>

	<!-- Obiwans's special invisible heal blast projectile that is created by his area effect heal special power, instantly detonates to heal those nearby -->
	<Projectile Name="Proj_Special_Obiwan_Instant_Heal_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type>Damage_Default</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>0.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>0.0</Projectile_Damage><!-- No damage, stun blast -->
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_SFXEvent_Detonate>Unit_Force_Area_Heal</Projectile_SFXEvent_Detonate>								<!-- Frank STUB PLACEHOLDER -->
		<Projectile_Object_Detonation_Particle>Force_Instant_Heal_Particles</Projectile_Object_Detonation_Particle>		<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Ground_Detonation_Particle>Force_Instant_Heal_Particles</Projectile_Ground_Detonation_Particle>		<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Lifetime_Detonation_Particle>Force_Instant_Heal_Particles</Projectile_Lifetime_Detonation_Particle>	<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Absorbed_By_Shields_Particle/>
		<AI_Combat_Power>0</AI_Combat_Power>

		<!-- Heal specifics -->
		<Projectile_Instant_Heal_On_Detonation>Yes</Projectile_Instant_Heal_On_Detonation>
		<Projectile_Instant_Heal_Duration_Frames>90</Projectile_Instant_Heal_Duration_Frames>
		<Projectile_Instant_Heal_Radius>300</Projectile_Instant_Heal_Radius>
		<Projectile_Instant_Heal_Spawn_Effect>Unit_Healed_Particles</Projectile_Instant_Heal_Spawn_Effect>
		<Projectile_Instant_Heal_Targets_Category_Mask>Infantry | LandHero</Projectile_Instant_Heal_Targets_Category_Mask>
		<Projectile_Instant_Heal_Health_Increase>200</Projectile_Instant_Heal_Health_Increase>	<!-- Heals X health instantly -->
	</Projectile>

	<!-- Obiwans's special invisible targeted invulnerability projectile that is created by his targeted invulnerability special power, instantly detonates to effectthose nearby -->
	<Projectile Name="Proj_Special_Obiwan_Instant_Invulnerability_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type>Damage_Default</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>0.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>0.0</Projectile_Damage><!-- No damage -->
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_SFXEvent_Detonate>Unit_Force_Distract</Projectile_SFXEvent_Detonate>						<!-- Frank STUB PLACEHOLDER -->
		<Projectile_Object_Detonation_Particle>Distract_Particles</Projectile_Object_Detonation_Particle>		<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Ground_Detonation_Particle>Distract_Particles</Projectile_Ground_Detonation_Particle>		<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Lifetime_Detonation_Particle>Distract_Particles</Projectile_Lifetime_Detonation_Particle>	<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Absorbed_By_Shields_Particle/>
		<AI_Combat_Power>0</AI_Combat_Power>

		<!--Invulnerability on friendly specifics
			Note that this ability now works like a simple targetted ability.
			If we change that, it be an inconsistant ability in that it behaves
			like area of effect at range, but is targeted on a unit.  Also,
			Obiwan's AI will need be be rewritten if this is changed. SCC -->
		<Projectile_Cause_Invulnerability_On_Detonation>Yes</Projectile_Cause_Invulnerability_On_Detonation>
		<Projectile_Cause_Invulnerability_Duration_Frames>300</Projectile_Cause_Invulnerability_Duration_Frames>
		<Projectile_Cause_Invulnerability_Radius>0.0</Projectile_Cause_Invulnerability_Radius>
		<Projectile_Cause_Invulnerability_Max_Targets>1</Projectile_Cause_Invulnerability_Max_Targets>
		<Projectile_Cause_Invulnerability_Spawn_Effect>Invulnerable_Small</Projectile_Cause_Invulnerability_Spawn_Effect><!-- Gary STUB PLACEHOLDER -->
		<Projectile_Cause_Invulnerability_Targets_Category_Mask>Infantry | LandHero | Vehicle | Structure</Projectile_Cause_Invulnerability_Targets_Category_Mask>
	</Projectile>
	
	<Projectile Name="Proj_Special_Pirate_Diplomat_Instant_Invulnerability_Blast_Land">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type>Damage_Default</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>0.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>0.0</Projectile_Damage><!-- No damage -->
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_SFXEvent_Detonate>Unit_Force_Distract</Projectile_SFXEvent_Detonate>						<!-- Frank STUB PLACEHOLDER -->
		<Projectile_Object_Detonation_Particle>Distract_Particles</Projectile_Object_Detonation_Particle>		<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Ground_Detonation_Particle>Distract_Particles</Projectile_Ground_Detonation_Particle>		<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Lifetime_Detonation_Particle>Distract_Particles</Projectile_Lifetime_Detonation_Particle>	<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Absorbed_By_Shields_Particle/>
		<AI_Combat_Power>0</AI_Combat_Power>

		<!--Invulnerability on friendly specifics
			Note that this ability now works like a simple targetted ability.
			If we change that, it be an inconsistant ability in that it behaves
			like area of effect at range, but is targeted on a unit.  Also,
			Obiwan's AI will need be be rewritten if this is changed. SCC -->
		<Projectile_Cause_Invulnerability_On_Detonation>Yes</Projectile_Cause_Invulnerability_On_Detonation>
		<Projectile_Cause_Invulnerability_Duration_Frames>600</Projectile_Cause_Invulnerability_Duration_Frames>
		<Projectile_Cause_Invulnerability_Radius>0.0</Projectile_Cause_Invulnerability_Radius>
		<Projectile_Cause_Invulnerability_Max_Targets>1</Projectile_Cause_Invulnerability_Max_Targets>
		<Projectile_Cause_Invulnerability_Spawn_Effect>Invulnerable_Small_Pirate_Diplomat</Projectile_Cause_Invulnerability_Spawn_Effect><!-- Gary STUB PLACEHOLDER -->
		<Projectile_Cause_Invulnerability_Targets_Category_Mask>Infantry | LandHero</Projectile_Cause_Invulnerability_Targets_Category_Mask>
	</Projectile>
	
	<Projectile Name="Proj_Special_Pirate_Diplomat_Instant_Invulnerability_Blast_Space">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_LASER_INVISIBLE.ALO</Space_Model_Name>
		<Damage_Type>Damage_Default</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>0.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>0.0</Projectile_Damage><!-- No damage -->
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_SFXEvent_Detonate>Unit_Force_Distract</Projectile_SFXEvent_Detonate>						<!-- Frank STUB PLACEHOLDER -->
		<Projectile_Object_Detonation_Particle>Distract_Particles</Projectile_Object_Detonation_Particle>		<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Ground_Detonation_Particle>Distract_Particles</Projectile_Ground_Detonation_Particle>		<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Lifetime_Detonation_Particle>Distract_Particles</Projectile_Lifetime_Detonation_Particle>	<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Absorbed_By_Shields_Particle/>
		<AI_Combat_Power>0</AI_Combat_Power>

		<!--Invulnerability on friendly specifics
			Note that this ability now works like a simple targetted ability.
			If we change that, it be an inconsistant ability in that it behaves
			like area of effect at range, but is targeted on a unit.  Also,
			Obiwan's AI will need be be rewritten if this is changed. SCC -->
		<Projectile_Cause_Invulnerability_On_Detonation>Yes</Projectile_Cause_Invulnerability_On_Detonation>
		<Projectile_Cause_Invulnerability_Duration_Frames>600</Projectile_Cause_Invulnerability_Duration_Frames>
		<Projectile_Cause_Invulnerability_Radius>0.0</Projectile_Cause_Invulnerability_Radius>
		<Projectile_Cause_Invulnerability_Max_Targets>1</Projectile_Cause_Invulnerability_Max_Targets>
		<Projectile_Cause_Invulnerability_Spawn_Effect>Invulnerable_Small_Pirate_Diplomat</Projectile_Cause_Invulnerability_Spawn_Effect><!-- Gary STUB PLACEHOLDER -->
		<Projectile_Cause_Invulnerability_Targets_Category_Mask>Transport</Projectile_Cause_Invulnerability_Targets_Category_Mask>
	</Projectile>

	<!-- Emperor Palpatines's special Dark Side Force corruption/conversion blast projectile that is created by his area effect convert special power, instantly detonates to convert those nearby -->
	<Projectile Name="Proj_Special_Emperor_Instant_Dark_Side_Corrupt_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type>Damage_Default</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>0.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>0.0</Projectile_Damage><!-- No damage, stun blast -->
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_SFXEvent_Detonate>Unit_Force_Convert</Projectile_SFXEvent_Detonate>										<!-- Frank STUB PLACEHOLDER -->
		<Projectile_Object_Detonation_Particle>Emperor_Force_Convert_Particles</Projectile_Object_Detonation_Particle>		<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Ground_Detonation_Particle>Emperor_Force_Convert_Particles</Projectile_Ground_Detonation_Particle>		<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Lifetime_Detonation_Particle>Emperor_Force_Convert_Particles</Projectile_Lifetime_Detonation_Particle>	<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Absorbed_By_Shields_Particle/>
		<AI_Combat_Power>0</AI_Combat_Power>

		<!-- Convert enemy specifics -->
		<Projectile_Convert_Enemy_On_Detonation>Yes</Projectile_Convert_Enemy_On_Detonation>
		<Projectile_Convert_Enemy_Radius>100</Projectile_Convert_Enemy_Radius>
		<Projectile_Convert_Enemy_Spawn_Effect>Stun_Particles</Projectile_Convert_Enemy_Spawn_Effect>					<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Convert_Enemy_Targets_Category_Mask>Infantry | Vehicle</Projectile_Convert_Enemy_Targets_Category_Mask>
	</Projectile>

	<!-- Emperor Palpatines's special Dark Side Force corruption/conversion blast projectile that is created by his area effect convert special power, instantly detonates to convert those nearby -->
	<Projectile Name="Proj_Special_Mara_Corrupt_Blast">
		<Variant_Of_Existing_Type>Proj_Special_Emperor_Instant_Dark_Side_Corrupt_Blast</Variant_Of_Existing_Type>
		<Projectile_Convert_Enemy_Targets_Category_Mask>Infantry</Projectile_Convert_Enemy_Targets_Category_Mask>
		<Projectile_Convert_Enemy_Radius>100</Projectile_Convert_Enemy_Radius>
	</Projectile>

			<!-- Subpart B: Hero Clashes -->

	<Projectile Name="Proj_ObiWan_Lightsaber_Vs_BobaFett_Hero_Clash">
		<Variant_Of_Existing_Type>Proj_Lightsaber</Variant_Of_Existing_Type>
		<Projectile_Damage>15.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_BobaFett_Blaster_Vs_ObiWan_Hero_Clash">
		<Variant_Of_Existing_Type>Proj_Infantry_Blaster_Green</Variant_Of_Existing_Type>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Block_Chance_Modifier>0.70</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.40</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_BobaFett_Blaster_Vs_Han_And_Chewie_Hero_Clash">
		<Variant_Of_Existing_Type>Proj_Infantry_Blaster_Green</Variant_Of_Existing_Type>
		<Projectile_Damage>15.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_HanSolo_Blaster_Vs_BobaFett_Hero_Clash">
		<Variant_Of_Existing_Type>Proj_Infantry_Blaster_Red</Variant_Of_Existing_Type>
		<Projectile_Damage>5.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Chewbacca_Blaster_Vs_BobaFett_Hero_Clash">
		<Variant_Of_Existing_Type>Proj_Indigenous_Wookiee_Bowcaster</Variant_Of_Existing_Type>
		<Projectile_Damage>9.0</Projectile_Damage>
	</Projectile>

	<!-- Vehicular Projectiles -->
		<!-- Section I: Lasers -->
			<!-- Subpart A: AI Lasers -->

	<Projectile Name="Proj_Vehicle_AI_Laser_Generic"><!-- For T2b, 2M AI laser, TIE_Mauler, Swamp_Speeder, etc. -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.5</Projectile_Width>
		<Projectile_Length>4.0</Projectile_Length>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Vehicle_Cannon_AI</Damage_Type>
		<Max_Speed>12.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>3</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Medium_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Medium_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>80</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Vehicle_AI_Laser_Red"><!-- used by T2B -->
		<Variant_Of_Existing_Type>Proj_Vehicle_AI_Laser_Generic</Variant_Of_Existing_Type>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Vehicle_AI_Laser_Green"><!-- used by TIE Mauler / 2M tank -->
		<Variant_Of_Existing_Type>Proj_Vehicle_AI_Laser_Generic</Variant_Of_Existing_Type>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Vehicle_AI_Laser_Yellow">
		<Variant_Of_Existing_Type>Proj_Vehicle_AI_Laser_Generic</Variant_Of_Existing_Type>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Vehicle_AI_Laser_Violet">
		<Variant_Of_Existing_Type>Proj_Vehicle_AI_Laser_Generic</Variant_Of_Existing_Type>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Energy_Per_Shot>2.5</Projectile_Energy_Per_Shot>
		<Projectile_Texture_Slot>1,1</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Vehicle_AI_Laser_Orange">
		<Variant_Of_Existing_Type>Proj_Vehicle_AI_Laser_Generic</Variant_Of_Existing_Type>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Texture_Slot>1,0</Projectile_Texture_Slot>
		<Max_Speed>13.0</Max_Speed>
	</Projectile>

	<Projectile Name="Proj_Vehicle_AI_Laser_Blue">
		<Variant_Of_Existing_Type>Proj_Vehicle_AI_Laser_Generic</Variant_Of_Existing_Type>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Texture_Slot>0,1</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Vehicle_AI_Laser_Green_AE"><!--used by AT-ST - AE: Area Effect-->
		<Variant_Of_Existing_Type>Proj_Vehicle_AI_Laser_Generic</Variant_Of_Existing_Type>
		<Projectile_Blast_Area_Range>20.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>8.0</Projectile_Blast_Area_Damage>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Projectile_Damage>8.0</Projectile_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<AI_Combat_Power>85</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Vehicle_AI_Laser_Green_AE_Barrage"><!--used by AT-ST-->
		<Variant_Of_Existing_Type>Proj_Vehicle_AI_Laser_Generic</Variant_Of_Existing_Type>
		<Projectile_Width>0.8</Projectile_Width>
		<Projectile_Length>3.0</Projectile_Length>
		<Projectile_Blast_Area_Range>35.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>5.0</Projectile_Blast_Area_Damage>
		<Projectile_Max_Flight_Distance>300.0</Projectile_Max_Flight_Distance>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Projectile_Damage>5.0</Projectile_Damage>
		<AI_Combat_Power>100</AI_Combat_Power>
		<Projectile_Lifetime_Detonation_Particle>Medium_Damage_Land</Projectile_Lifetime_Detonation_Particle>
	</Projectile>

	<Projectile Name="Proj_Droideka_AI_Laser">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>1.5</Projectile_Width>
		<Projectile_Length>7.0</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Projectile_Laser_Color>200,200,0,255</Projectile_Laser_Color>

		<Damage_Type>Damage_Vehicle_Cannon_RFAI</Damage_Type>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Damage>8.0</Projectile_Damage>
		<AI_Combat_Power>40</AI_Combat_Power>

		<Projectile_Object_Detonation_Particle>Medium_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Medium_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
	</Projectile>

	<Projectile Name="Proj_Droideka_Ion_Cannon">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>2</Projectile_Width>
		<Projectile_Length>6</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>104,181,230,255</Projectile_Laser_Color>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Vehicle_Cannon_Ion</Damage_Type>
		<Max_Speed>20.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>

		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>900.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>Yes</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle/>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Disables_Engines_When_Power_Drained>No</Projectile_Disables_Engines_When_Power_Drained>

		<Projectile_SFXEvent_Detonate>SFX_Ion_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<AI_Combat_Power>40</AI_Combat_Power>
	</Projectile>

			<!-- Subpart B: General Purpose Lasers -->

	<Projectile Name="Proj_Vehicle_Laser_Generic"><!-- Skiff-esq lasers.  Good v. infantry and vehicles -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.3</Projectile_Width>
		<Projectile_Length>13.0</Projectile_Length>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Vehicle_Cannon_AV</Damage_Type>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>12</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>5.0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Medium_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Medium_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>100</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>Unit_Projectile_Infantry_Ricochet</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Vehicle_Laser_Red">
		<Variant_Of_Existing_Type>Proj_Vehicle_Laser_Generic</Variant_Of_Existing_Type>
		<Projectile_Damage>12</Projectile_Damage>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Vehicle_Laser_Green"><!-- For Lancets (Damage_Type changed in unit data) -->
		<Variant_Of_Existing_Type>Proj_Vehicle_Laser_Generic</Variant_Of_Existing_Type>
		<Projectile_Damage>12</Projectile_Damage>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Vehicle_Laser_Yellow">
		<Variant_Of_Existing_Type>Proj_Vehicle_Laser_Generic</Variant_Of_Existing_Type>
		<Projectile_Damage>12</Projectile_Damage>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Max_Flight_Distance>600.0</Projectile_Max_Flight_Distance>
	</Projectile>

	<Projectile Name="Proj_Vehicle_Laser_Violet">
		<Variant_Of_Existing_Type>Proj_Vehicle_Laser_Generic</Variant_Of_Existing_Type>
		<Projectile_Damage>12</Projectile_Damage>
		<Projectile_Texture_Slot>1,1</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Vehicle_Laser_Orange">
		<Variant_Of_Existing_Type>Proj_Vehicle_Laser_Generic</Variant_Of_Existing_Type>
		<Projectile_Damage>12.0</Projectile_Damage>
		<Projectile_Texture_Slot>1,0</Projectile_Texture_Slot>
		<Max_Speed>12.5</Max_Speed>
	</Projectile>

	<Projectile Name="Proj_Vehicle_Laser_Blue">
		<Variant_Of_Existing_Type>Proj_Vehicle_Laser_Generic</Variant_Of_Existing_Type>
		<Projectile_Damage>12</Projectile_Damage>
		<Projectile_Texture_Slot>0,1</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Vehicle_Beam_Cannon"><!-- used by hutt skiff mk 3 -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>1</Projectile_Width>
		<Projectile_Length>35.0</Projectile_Length>
		<Projectile_Texture_Slot>0,1</Projectile_Texture_Slot>
		<Projectile_Laser_Color>104,181,230,255</Projectile_Laser_Color>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Vehicle_Cannon_AV</Damage_Type>
		<Max_Speed>8.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>600.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>12.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>10</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Medium_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Medium_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>120</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>Unit_Projectile_Infantry_Ricochet</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

			<!-- Subpart C: AV Lasers -->

	<Projectile Name="Proj_Vehicle_AV_Laser_Generic"><!-- 2M tank, ATAT, T4b, Speeders, etc. Specific damage in unit data. -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_MEDIUM.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>1</Projectile_Width>
		<Projectile_Length>10.4</Projectile_Length>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Vehicle_Cannon_AV</Damage_Type>
		<Max_Speed>30.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>1200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>10.0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Large_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Large_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>160</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Vehicle_AV_Laser_Red">
		<Variant_Of_Existing_Type>Proj_Vehicle_AV_Laser_Generic</Variant_Of_Existing_Type>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Vehicle_AV_Laser_Green">
		<Variant_Of_Existing_Type>Proj_Vehicle_AV_Laser_Generic</Variant_Of_Existing_Type>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Vehicle_AV_Laser_Yellow">
		<Variant_Of_Existing_Type>Proj_Vehicle_AV_Laser_Generic</Variant_Of_Existing_Type>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Vehicle_AV_Laser_Violet">
		<Variant_Of_Existing_Type>Proj_Vehicle_AV_Laser_Generic</Variant_Of_Existing_Type>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Texture_Slot>1,1</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Vehicle_AV_Laser_Orange">
		<Variant_Of_Existing_Type>Proj_Vehicle_AV_Laser_Generic</Variant_Of_Existing_Type>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Texture_Slot>1,0</Projectile_Texture_Slot>
		<Max_Speed>35.0</Max_Speed>
	</Projectile>

	<Projectile Name="Proj_Vehicle_AV_Laser_Blue">
		<Variant_Of_Existing_Type>Proj_Vehicle_AV_Laser_Generic</Variant_Of_Existing_Type>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Texture_Slot>0,1</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Veers_AT_AT_Laser">
		<Variant_Of_Existing_Type>Proj_Vehicle_AV_Laser_Generic</Variant_Of_Existing_Type>
		<Projectile_Damage>50.0</Projectile_Damage>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Veers_AT_AT_Max_Power_Laser">
		<Variant_Of_Existing_Type>Proj_Vehicle_AV_Laser_Green</Variant_Of_Existing_Type>
		<Max_Speed>60.0</Max_Speed>
		<Projectile_Width>3.0</Projectile_Width>
		<Projectile_Length>20.0</Projectile_Length>
		<Projectile_Damage>50.0</Projectile_Damage><!-- does more physical damage -->
		<Projectile_Blast_Area_Damage>50</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>60</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Object_Detonation_Particle>Veers_Maximum_Firepower_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Veers_Maximum_Firepower_Explosion_Land</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Veers_Maximum_Firepower_Explosion_Land</Projectile_Ground_Detonation_Particle>
	</Projectile>

	<Projectile Name="Proj_Vehicle_SPMAT_Grenade">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_spmat_shot.ALO</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Tower_Turbo</Damage_Type>
		<Max_Speed>30.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>GRENADE</Projectile_Category>
		<Projectile_Grenade_Gravity>1.5</Projectile_Grenade_Gravity> <!--was 1.6363636-->
		<Projectile_Grenade_Gravity_Lob_Mod>1.0</Projectile_Grenade_Gravity_Lob_Mod>
		<Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>
		<!--<Projectile_Max_Flight_Distance>30000.0</Projectile_Max_Flight_Distance>-->
		<Projectile_Max_Lifetime>900.0</Projectile_Max_Lifetime><!-- Oksana: give it a few minutes... generally, it will die of collision. -->

		<Projectile_Damage>60.0</Projectile_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Blast_Area_Damage>60.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>30.0</Projectile_Blast_Area_Range>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>20</Projectile_Energy_Per_Shot>

		<Projectile_Object_Detonation_Particle>Spmat_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Spmat_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate>SFX_Grenade_Detonation</Projectile_SFXEvent_Detonate>
		<AI_Combat_Power>600</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Vehicle_Plasma_Cannon"><!-- Used by MZ-8 Pulse Cannon Tank -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>P_mz8Shot.alo</Land_Model_Name>
		<Damage_Type>Damage_Tank_Pulse_Cannon</Damage_Type>
		<Max_Speed>11.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<SpaceBehavior>IDLE</SpaceBehavior>
		<LandBehavior>IDLE</LandBehavior>
		<Projectile_Category>DEFAULT</Projectile_Category>

		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>50.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>30</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>60</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0.1</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>60</Projectile_Energy_Per_Shot>
		
		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>3</Projectile_Blast_Area_Dropoff_Tiers>

		<Projectile_Object_Detonation_Particle>Medium_Explosion_Space_Empire</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Medium_Explosion_Space_Empire</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Medium_Explosion_Space_Empire</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Medium_Explosion_Space_Empire</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<AI_Combat_Power>700</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Vehicle_Mass_Driver"><!-- Used by Canderous Tank -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_proton_Vengance_small.alo</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Turret_MassDriver</Damage_Type>
		<Max_Speed>20.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>LASER</Projectile_Category>

		<Projectile_Max_Flight_Distance>600.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Medium_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Projectile_Dirt_Collide</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Tiny_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle/>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<Projectile_SFXEvent_Detonate>SFX_Ewok_Rock_Hit</Projectile_SFXEvent_Detonate>
		<AI_Combat_Power>5</AI_Combat_Power>
	</Projectile>

		<!-- Section II: Missiles and Rocketry -->

	<Projectile Name="Proj_Vehicle_Bomb"><!-- Scout trooper bike -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>w_smallbomb.ALO</Land_Model_Name>
		<Space_Model_Name>w_smallbomb.ALO</Space_Model_Name>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<Max_Speed>0.0</Max_Speed>
		<Damage_Type>Damage_Infantry_Explosive</Damage_Type>
		<Scale_Factor>2.0</Scale_Factor>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, BOMB</Behavior>
		<Projectile_Category>STATIC_BOMB</Projectile_Category>
		<Projectile_Blast_Area_Range>80.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>75.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Grenade_Sticks_On_Collision>no</Projectile_Grenade_Sticks_On_Collision>
		<Projectile_Damage>75.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Death_Explosions>Thermal_Detonator_Explosion</Death_Explosions>
		<Death_SFXEvent_Start_Die>Unit_Katarn_Building_Bomb_SFX</Death_SFXEvent_Start_Die>
		<AI_Combat_Power>300</AI_Combat_Power>

		<!-- Stun specifics -->
		<Projectile_Stun_On_Detonation>Yes</Projectile_Stun_On_Detonation>
		<Projectile_Stun_Duration_Frames>1800</Projectile_Stun_Duration_Frames><!-- 1800: 60 seconds * 30 frames per second -->
		<Projectile_Stun_Radius>80</Projectile_Stun_Radius>
		<Projectile_Stun_Spawn_Effect>Stunned_Infantry</Projectile_Stun_Spawn_Effect><!-- PLACEHOLDER -->
		<Projectile_Stun_Victims_Category_Mask>Vehicle | Structure</Projectile_Stun_Victims_Category_Mask>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Speeder_Bomb"><!--SoaFE: Need this for Empire Story Kashyyyk mission-->
		<Variant_Of_Existing_Type>Proj_Vehicle_Bomb</Variant_Of_Existing_Type>
		<Damage_Type>Damage_Infantry_Explosive</Damage_Type>
		<Projectile_Damage>100.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
	</Projectile>

	<Projectile Name="Proj_Aircraft_Bomb">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>w_thermal_detonator_empire.alo</Land_Model_Name>
		<Scale_Factor>5.0</Scale_Factor>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Damage_Type>Damage_Sandfire</Damage_Type>
		<Max_Speed>4.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE</Behavior>
		<Projectile_Category>BOMB</Projectile_Category>
		<Projectile_Bomb_Fall_Accel_Rate>0.15</Projectile_Bomb_Fall_Accel_Rate>
		<Projectile_Blast_Area_Damage>50.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>60.0</Projectile_Blast_Area_Range>
		<Projectile_Max_Flight_Distance>10000.0</Projectile_Max_Flight_Distance>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Damage>50.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Empire_Bombing_Run_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Empire_Bombing_Run_Explosion_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Empire_Bombing_Run_Explosion_Land</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate>Unit_Katarn_Building_Bomb_SFX</Projectile_SFXEvent_Detonate>
		<AI_Combat_Power>150</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Sandfire_Bomb">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_FIREBALL_SANDFIRE.alo</Land_Model_Name>
		<Scale_Factor>10.0</Scale_Factor>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Damage_Type>Damage_Sandfire</Damage_Type>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
<!--		<Projectile_Category>BOMB</Projectile_Category>
		<Projectile_Bomb_Fall_Accel_Rate>0.13</Projectile_Bomb_Fall_Accel_Rate>-->

		<Projectile_Damage>100</Projectile_Damage>
		<Projectile_Blast_Area_Damage>100.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>40.0</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Max_Flight_Distance>10000.0</Projectile_Max_Flight_Distance>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>

		<Projectile_Object_Detonation_Particle>Rebel_Bombing_Run_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Rebel_Bombing_Run_Explosion_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Rebel_Bombing_Run_Explosion_Land</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate>Unit_Katarn_Building_Bomb_SFX</Projectile_SFXEvent_Detonate>
		<AI_Combat_Power>150</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Vehicle_Proton_Torpedo"><!--used by MPTL-->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>w_proton_projectile.alo</Land_Model_Name>
		<Scale_Factor>0.5</Scale_Factor>
		<Damage_Type>Damage_Torpedo</Damage_Type>
		<Max_Speed>8.0</Max_Speed>
		<Max_Rate_Of_Turn>0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>MPTL_Rocket</Projectile_Category>

		<Projectile_Rocket_Curve_Distance>50</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>7</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>100</Projectile_Rocket_Straight_Distance>
		<Explode_When_Reached_Target_Radius>True</Explode_When_Reached_Target_Radius>
		<Projectile_Target_Point_On_Terrain>True</Projectile_Target_Point_On_Terrain>

		<Projectile_Max_Flight_Distance>720.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>700.0</Projectile_Max_Scan_Range>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Blast_Area_Damage>20</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>60</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Object_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Explosion_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Explosion_Land</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Conc_Missile_Detonation_Particle</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>600</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Vehicle_Missile"><!-- Used by T4b -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_concussion_missile.alo</Land_Model_Name>
		<Scale_Factor>0.3</Scale_Factor>
		<Damage_Type>Damage_Missile</Damage_Type>
		<Max_Speed>6.5</Max_Speed>
		<Max_Rate_Of_Turn>30</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>ROCKET</Projectile_Category>
		<Projectile_Rocket_Curve_Distance>50</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>15</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>100</Projectile_Rocket_Straight_Distance>
		<Projectile_Max_Flight_Distance>500.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>600.0</Projectile_Max_Scan_Range>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>10</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>40</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Missile_Explosion_Ground_Hit</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Dud</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Small_Explosion_Land</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>300</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Vehicle_Missile_Light"><!-- Need a lighter version for B2 Battledroids -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_concussion_missile.alo</Land_Model_Name>
		<Scale_Factor>0.3</Scale_Factor>
		<Damage_Type>Damage_Missile</Damage_Type>
		<Max_Speed>6.5</Max_Speed>
		<Max_Rate_Of_Turn>30</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>ROCKET</Projectile_Category>
		<Projectile_Rocket_Curve_Distance>50</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>15</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>100</Projectile_Rocket_Straight_Distance>
		<Projectile_Max_Flight_Distance>500.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>600.0</Projectile_Max_Scan_Range>
		<Projectile_Damage>8.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>8</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>40</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Missile_Explosion_Ground_Hit</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Dud</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Small_Explosion_Land</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>250</AI_Combat_Power>
		
		<Projectile_Fire_Recharge_Seconds>5.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
		<SFXEvent_Fire>Unit_Tank_Missile_Fire</SFXEvent_Fire>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Vehicle_LR_Missile"><!-- Used by Scimitar -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>Y_concussion_missile.alo</Land_Model_Name>
		<Scale_Factor>0.45</Scale_Factor>
		<Damage_Type>Damage_Missile</Damage_Type>
		<Max_Speed>8.0</Max_Speed>
		<Max_Rate_Of_Turn>20</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>ROCKET</Projectile_Category>
		<Projectile_Rocket_Curve_Distance>20</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>5</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>250</Projectile_Rocket_Straight_Distance>
		<Projectile_Max_Flight_Distance>1000.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>20</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>30</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Missile_Explosion_Ground_Hit</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Dud</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Small_Explosion_Land</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>310</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Vehicle_Concussion_Missile"><!-- For MAL -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_concussion_missile.alo</Land_Model_Name>
		<Scale_Factor>0.5</Scale_Factor>
		<Max_Speed>7.0</Max_Speed>
		<Max_Rate_Of_Turn>30</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Damage_Type>Damage_Rocket</Damage_Type>
		<Projectile_Category>ROCKET</Projectile_Category>
		<Projectile_Rocket_Curve_Distance>70</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>15</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>20</Projectile_Rocket_Straight_Distance>

		<!-- MAL standard rockets will be bombard-type -->
		<Explode_When_Reached_Target_Radius>True</Explode_When_Reached_Target_Radius>
		<Projectile_Target_Point_On_Terrain>True</Projectile_Target_Point_On_Terrain>

		<Projectile_Max_Flight_Distance>500.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>600.0</Projectile_Max_Scan_Range>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>10</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>25</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Missile_Explosion_Ground_Hit</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Explosion_Land</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Small_Explosion_Land</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>300</AI_Combat_Power>

		<Projectile_Fire_Pulse_Count>9</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>4.0</Projectile_Fire_Recharge_Seconds>
		<SFXEvent_Fire>Unit_MPTL_Tank_Fire</SFXEvent_Fire>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Vehicle_Carbonite_Missile"><!-- For MAL -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_carbonite_missile.alo</Land_Model_Name>
		<Scale_Factor>0.5</Scale_Factor>
		<Max_Speed>6.5</Max_Speed>
		<Max_Rate_Of_Turn>30</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Damage_Type>Damage_Rocket</Damage_Type>
		<Projectile_Category>ROCKET</Projectile_Category>
		<Projectile_Rocket_Curve_Distance>50</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>5</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>50</Projectile_Rocket_Straight_Distance>
		<Explode_When_Reached_Target_Radius>True</Explode_When_Reached_Target_Radius>
		<Projectile_Target_Point_On_Terrain>False</Projectile_Target_Point_On_Terrain>
		<Projectile_Max_Flight_Distance>600.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>700.0</Projectile_Max_Scan_Range>

		<Projectile_Damage>8.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>8</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>30</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Carbonite_Missile_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Carbonite_Missile_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Carbonite_Missile_Explosion</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Carbonite_Missile_Explosion</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>300</AI_Combat_Power>

		<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>1</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>

		<Projectile_Combat_Mod>COMBAT_MOD_SPEED</Projectile_Combat_Mod>
		<!-- This duration should match the particle duration (if one is specified) -->
		<Projectile_Combat_Mod_Duration>10</Projectile_Combat_Mod_Duration>
		<Projectile_Combat_Mod_Value>-0.8</Projectile_Combat_Mod_Value>
		<Projectile_Combat_Mod_Effect>MAL_Slow_Effect</Projectile_Combat_Mod_Effect>
		<Projectile_Combat_Mod_Category_Mask>Vehicle | Infantry | LandHero</Projectile_Combat_Mod_Category_Mask>
		<SFXEvent_Fire>Unit_MAL_Carbonite_Fire</SFXEvent_Fire>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<!-- Aerial Projectiles -->
		<!-- Section I: Vehicle Based AA -->

	<Projectile Name="Proj_Vehicle_AA_Laser"><!-- used by AALL-6-->
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>1.0</Projectile_Width>
		<Projectile_Length>5.0</Projectile_Length>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>15.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>1,1</Projectile_Texture_Slot>

		<Damage_Type>Damage_Turret_AA</Damage_Type>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>

		<Projectile_Max_Flight_Distance>800.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>700.0</Projectile_Max_Scan_Range>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Blast_Area_Damage>20.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>15.0</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Object_Detonation_Particle>Large_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle>Large_Damage_Land</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Vehicle_Flak_Pod"><!--used by AT-AA, larger AoE than turrets-->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_FLACK_POD.ALO</Land_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Scale_Factor>2.0</Scale_Factor>
		<Damage_Type>Damage_Turret_AA</Damage_Type>
		<Max_Speed>30.0</Max_Speed>
		<Max_Rate_Of_Turn>1.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>MISSILE</Projectile_Category>
		<Projectile_Max_Flight_Distance>800.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>700.0</Projectile_Max_Scan_Range>

		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>20</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>75</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>Unit_Anti_Air_Small_Explosion_SFX</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Death_SFXEvent_Start_Die>Unit_Anti_Air_Explosion_SFX</Death_SFXEvent_Start_Die>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Flak_Pod_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Flak_Pod_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Flak_Pod_Explosion</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

		<!-- Section II: Bombing Run Bombs -->

	<Projectile Name="Proj_TIE_Bomber_Run_Bomb">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_THERMAL_DETONATOR.ALO</Land_Model_Name>
		<Scale_Factor>1.25</Scale_Factor>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Damage_Type>Damage_Bombing_Run</Damage_Type>
		<Max_Speed>4.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE</Behavior>
		<Projectile_Category>BOMB</Projectile_Category>
		<Projectile_Bomb_Fall_Accel_Rate>0.20</Projectile_Bomb_Fall_Accel_Rate>
		<Projectile_Blast_Area_Damage>10.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>80.0</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Max_Flight_Distance>10000.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Large_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Large_Explosion_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Large_Explosion_Land</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate>Unit_Katarn_Building_Bomb_SFX</Projectile_SFXEvent_Detonate>
		<AI_Combat_Power>80</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="TIE_Bomber_Bombing_Run_Bomb">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>w_thermal_detonator_empire.alo</Land_Model_Name>
		<Scale_Factor>5.0</Scale_Factor>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Damage_Type>Damage_Bombing_Run</Damage_Type>
		<Max_Speed>4.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE</Behavior>
		<Projectile_Category>BOMB</Projectile_Category>
		<Projectile_Bomb_Fall_Accel_Rate>0.20</Projectile_Bomb_Fall_Accel_Rate>
		<Projectile_Blast_Area_Damage>120.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>100.0</Projectile_Blast_Area_Range>
		<Projectile_Max_Flight_Distance>10000.0</Projectile_Max_Flight_Distance>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Damage>120.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Empire_Bombing_Run_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Empire_Bombing_Run_Explosion_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Empire_Bombing_Run_Explosion_Land</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate>Unit_Katarn_Building_Bomb_SFX</Projectile_SFXEvent_Detonate>
		<AI_Combat_Power>80</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Assault_Gunboat_Bombing_Run_Missile"><!-- Used by Assault Gunboat -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>Y_concussion_missile.alo</Land_Model_Name>
		<Scale_Factor>0.45</Scale_Factor>
		<Damage_Type>Damage_Bombing_Run</Damage_Type>
		<Max_Speed>8.0</Max_Speed>
		<Max_Rate_Of_Turn>20</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>ROCKET</Projectile_Category>
		<Projectile_Rocket_Curve_Distance>20</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>5</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>250</Projectile_Rocket_Straight_Distance>
		<Projectile_Max_Flight_Distance>1000.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>
		<Projectile_Damage>30.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>30</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>40</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Missile_Explosion_Ground_Hit</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Dud</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Small_Explosion_Land</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>310</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Z95_Bomber_Bombing_Run_Bomb">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>w_thermal_detonator_empire.alo</Land_Model_Name>
		<Scale_Factor>5.0</Scale_Factor>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Damage_Type>Damage_Bombing_Run</Damage_Type>
		<Max_Speed>4.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE</Behavior>
		<Projectile_Category>BOMB</Projectile_Category>
		<Projectile_Bomb_Fall_Accel_Rate>0.20</Projectile_Bomb_Fall_Accel_Rate>
		<Projectile_Blast_Area_Damage>120.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>100.0</Projectile_Blast_Area_Range>
		<Projectile_Max_Flight_Distance>10000.0</Projectile_Max_Flight_Distance>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Damage>120.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Empire_Bombing_Run_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Empire_Bombing_Run_Explosion_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Empire_Bombing_Run_Explosion_Land</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate>Unit_Katarn_Building_Bomb_SFX</Projectile_SFXEvent_Detonate>
		<AI_Combat_Power>75</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Skipray_Bombing_Run_Bomb">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>w_thermal_detonator_underworld.alo</Land_Model_Name>
		<Scale_Factor>5.0</Scale_Factor>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Damage_Type>Damage_Bombing_Run</Damage_Type>
		<Max_Speed>4.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE</Behavior>
		<Projectile_Category>BOMB</Projectile_Category>
		<Projectile_Bomb_Fall_Accel_Rate>0.20</Projectile_Bomb_Fall_Accel_Rate>
		<Projectile_Blast_Area_Damage>125.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>100.0</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Max_Flight_Distance>10000.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>125.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>underworld_Bombing_Run_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>underworld_Bombing_Run_Explosion_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Empire_Bombing_Run_Explosion_Land</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate>Unit_Katarn_Building_Bomb_SFX</Projectile_SFXEvent_Detonate>
		<AI_Combat_Power>80</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Y_Wing_Bombing_Run_Bomb">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>w_thermal_detonator_rebel.alo</Land_Model_Name>
		<Scale_Factor>5.0</Scale_Factor>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Damage_Type>Damage_Bombing_Run</Damage_Type>
		<Max_Speed>4.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE</Behavior>
		<Projectile_Category>BOMB</Projectile_Category>
		<Projectile_Bomb_Fall_Accel_Rate>0.20</Projectile_Bomb_Fall_Accel_Rate>
		<Projectile_Blast_Area_Damage>125.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>100.0</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Max_Flight_Distance>10000.0</Projectile_Max_Flight_Distance>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Damage>125.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Rebel_Bombing_Run_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Rebel_Bombing_Run_Explosion_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Rebel_Bombing_Run_Explosion_Land</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate>Unit_Katarn_Building_Bomb_SFX</Projectile_SFXEvent_Detonate>
		<AI_Combat_Power>80</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

			<!-- Section III: Bombardment Projectiles -->

	<Projectile Name="Proj_Krayt_Bombardment_Ion">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>p_kraytdestoyer_presuperblast.alo</Space_Model_Name>
		<Land_Model_Name>p_kraytdestoyer_presuperblast.alo</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Vehicle_Cannon_Ion</Damage_Type>
		<Max_Speed>20.0</Max_Speed>
		<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<SpaceBehavior>IDLE</SpaceBehavior>
		<LandBehavior>IDLE</LandBehavior>
		<AI_Combat_Power>3000</AI_Combat_Power>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>

		<Projectile_Blast_Area_Range>300</Projectile_Blast_Area_Range>
		<Projectile_Damage>1000.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>1000</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>Yes</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Object_Detonation_Particle>p_orbital_impact_ion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>p_orbital_impact_ion</Projectile_Ground_Detonation_Particle>

		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Disables_Engines_When_Power_Drained>Yes</Projectile_Disables_Engines_When_Power_Drained>
		<Projectile_Disable_Engines_Duration>10.0</Projectile_Disable_Engines_Duration>

		<SFXEvent_Engine_Idle_Loop>Unit_Bombard_Projectile_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Bombard_Projectile_Loop</SFXEvent_Engine_Moving_Loop>
		<Projectile_SFXEvent_Detonate>SFX_Death_Bombard_Ion</Projectile_SFXEvent_Detonate>
		<Death_SFXEvent_Start_Die>SFX_Death_Bombard</Death_SFXEvent_Start_Die>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>

		<!-- Stun specifics -->
		<Projectile_Ion_Stun_On_Detonation>true</Projectile_Ion_Stun_On_Detonation>
		<Projectile_Ion_Stun_Radius>300.0</Projectile_Ion_Stun_Radius>
		<Projectile_Ion_Stun_Duration>7.0</Projectile_Ion_Stun_Duration><!-- must be same as Projectile_Disable_Engines_Duration in this case -->
		<Projectile_Ion_Stun_Speed_Reduction_Percent>0.999f</Projectile_Ion_Stun_Speed_Reduction_Percent><!-- almost total speed reduction -->
		<Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>0.8</Projectile_Ion_Stun_Shot_Rate_Reduction_Percent><!-- fire rate reduced to 20% -->
		<Projectile_Ion_Stun_Stack_Duration>No</Projectile_Ion_Stun_Stack_Duration>

		<Projectile_Stun_On_Detonation>yes</Projectile_Stun_On_Detonation>
		<Projectile_Stun_Duration_Frames>210</Projectile_Stun_Duration_Frames>
		<Projectile_Stun_Radius>300</Projectile_Stun_Radius>
		<Projectile_Stun_Spawn_Effect>Stunned_Object_Orbital_Consortium</Projectile_Stun_Spawn_Effect>
		<Projectile_Stun_Victims_Category_Mask>Vehicle | Structure</Projectile_Stun_Victims_Category_Mask>
		<Projectile_Stun_Victims_Unit_Types>Scout_Trooper, IG-88, Droid_R2D2, Droid_C3P0, Dark_Trooper_PhaseI, Dark_Trooper_PhaseII, Dark_Trooper_PhaseIII</Projectile_Stun_Victims_Unit_Types>
	</Projectile>

	<!-- Used for Underworld orbital bombardment -->
	<Projectile Name="Proj_Krayt_Bombardment_Damage">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>p_kraytdestoyer_superblast.alo</Space_Model_Name>
		<Land_Model_Name>p_kraytdestoyer_superblast.alo</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Bombing_Run</Damage_Type>
		<Max_Speed>16.0</Max_Speed>
		<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<SpaceBehavior>IDLE</SpaceBehavior>
		<LandBehavior>IDLE</LandBehavior>
		<Projectile_Category>LASER</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>

		<Projectile_Blast_Area_Range>300.0</Projectile_Blast_Area_Range>
		<Projectile_Damage>3000.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>3000.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>5</Projectile_Blast_Area_Dropoff_Tiers>

		<SFXEvent_Engine_Idle_Loop>Unit_Bombard_Projectile_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Bombard_Projectile_Loop</SFXEvent_Engine_Moving_Loop>
		<Projectile_SFXEvent_Detonate>SFX_Death_Bombard</Projectile_SFXEvent_Detonate>
		<Death_SFXEvent_Start_Die>SFX_Death_Bombard</Death_SFXEvent_Start_Die>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Object_Detonation_Particle>p_orbital_impact</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>p_orbital_impact</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>p_orbital_impact</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>p_orbital_impact</Projectile_Lifetime_Detonation_Particle>
		<AI_Combat_Power>3000</AI_Combat_Power>
	</Projectile>

	<!-- Used for Rebel Orbital Bombardment -->
	<Projectile Name="Proj_Rebel_Bombardment_Ion_Cannon">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_blueglow2.alo</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>

		<Damage_Type>Damage_Vehicle_Cannon_Ion</Damage_Type>
		<AI_Combat_Power>200</AI_Combat_Power>

		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>

		<Projectile_Damage>200.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>Yes</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Blast_Area_Damage>200</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>105</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<!-- Stun specifics -->
		<Projectile_Ion_Stun_On_Detonation>true</Projectile_Ion_Stun_On_Detonation>
		<Projectile_Ion_Stun_Radius>70.0</Projectile_Ion_Stun_Radius>
		<Projectile_Ion_Stun_Duration>28.0</Projectile_Ion_Stun_Duration><!-- must be same as Projectile_Disable_Engines_Duration in this case -->
		<Projectile_Ion_Stun_Speed_Reduction_Percent>0.999f</Projectile_Ion_Stun_Speed_Reduction_Percent><!-- almost total speed reduction -->
		<Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>0.5</Projectile_Ion_Stun_Shot_Rate_Reduction_Percent><!-- fire rate reduced to 50% -->
		<Projectile_Ion_Stun_Stack_Duration>No</Projectile_Ion_Stun_Stack_Duration>

		<Projectile_Stun_On_Detonation>yes</Projectile_Stun_On_Detonation>
		<Projectile_Stun_Duration_Frames>840</Projectile_Stun_Duration_Frames>
		<Projectile_Stun_Radius>70</Projectile_Stun_Radius>
		<Projectile_Stun_Spawn_Effect>Stunned_Object_Orbital_Rebel</Projectile_Stun_Spawn_Effect>
		<Projectile_Stun_Victims_Category_Mask>Vehicle | Structure</Projectile_Stun_Victims_Category_Mask>
		<Projectile_Stun_Victims_Unit_Types>Scout_Trooper, IG-88, Droid_R2D2, Droid_C3P0, Dark_Trooper_PhaseI, Dark_Trooper_PhaseII, Dark_Trooper_PhaseIII</Projectile_Stun_Victims_Unit_Types>

		<Projectile_Object_Detonation_Particle>rebel_bombard_explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>rebel_bombard_explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>rebel_bombard_explosion</Projectile_Object_Armor_Reduced_Detonation_Particle>

		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle/>

		<Projectile_SFXEvent_Detonate>SFX_Ion_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<!-- Used for Empire Orbital Bombardment -->
	<Projectile Name="Proj_Empire_Bombardment_Turbolaser">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_greenglow.alo</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>

		<Damage_Type>Damage_Bombing_Run</Damage_Type>
		<AI_Combat_Power>200</AI_Combat_Power>

		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Blast_Area_Range>90.0</Projectile_Blast_Area_Range>
		<Projectile_Damage>250.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>250.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>4</Projectile_Blast_Area_Dropoff_Tiers>

		<Projectile_Object_Detonation_Particle>empire_bombard_explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>empire_bombard_explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>empire_bombard_explosion</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle/>

		<Projectile_SFXEvent_Detonate>SFX_Death_Bombard</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Death_Bombard</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<!-- Used for Hutt Orbital Bombardment -->
	<Projectile Name="Proj_Hutt_Bombardment_Beam">
		<Text_ID>TEXT_NONE</Text_ID>
<!--		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>80</Projectile_Width>
		<Projectile_Length>200.0</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>104,181,255,255</Projectile_Laser_Color>-->
		<Land_Model_Name>P_HeavyBeam_Bombardment.alo</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>10.0</Max_Speed>
		<Damage_Type>Damage_Bombing_Run</Damage_Type>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2500.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<AI_Combat_Power>40</AI_Combat_Power>

		<Projectile_Blast_Area_Range>120.0</Projectile_Blast_Area_Range>
		<Projectile_Damage>500.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>500.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>

		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>2</Projectile_Blast_Area_Dropoff_Tiers>

		<Projectile_Object_Detonation_Particle>hutt_bombard_explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>hutt_bombard_explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>hutt_bombard_explosion</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle/>

		<Projectile_SFXEvent_Detonate>SFX_Death_Bombard</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Death_Bombard</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<!-- Turret Projectiles -->
		<!-- Section I: AI Lasers -->

	<Projectile Name="Proj_Turret_AI_Generic">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Damage_Type>Damage_Turret_AI</Damage_Type>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>0.5</Projectile_Width>
		<Projectile_Length>4.0</Projectile_Length>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>14.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>

		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Blast_Area_Range>10.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>20.0</Projectile_Blast_Area_Damage>
		<Projectile_Max_Flight_Distance>400.0</Projectile_Max_Flight_Distance>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
<!--		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>2</Projectile_Blast_Area_Dropoff_Tiers>-->
		
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>3.0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Medium_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Medium_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Damage_Land</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>Unit_Projectile_Infantry_Ricochet</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<AI_Combat_Power>120</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Turret_AI_Red">
		<Variant_Of_Existing_Type>Proj_Turret_AI_Generic</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALL.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Turret_AI_Green">
		<Variant_Of_Existing_Type>Proj_Turret_AI_Generic</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Turret_AI_Yellow">
		<Variant_Of_Existing_Type>Proj_Turret_AI_Generic</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Turret_AI_Violet">
		<Variant_Of_Existing_Type>Proj_Turret_AI_Generic</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>1,1</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Turret_AI_Orange">
		<Variant_Of_Existing_Type>Proj_Turret_AI_Generic</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>1,0</Projectile_Texture_Slot>
		<Max_Speed>15.0</Max_Speed>
	</Projectile>

	<Projectile Name="Proj_Turret_AI_Blue">
		<Variant_Of_Existing_Type>Proj_Turret_AI_Generic</Variant_Of_Existing_Type>
		<Land_Model_Name>W_LASER_SMALLG.ALO</Land_Model_Name>
		<Projectile_Texture_Slot>0,1</Projectile_Texture_Slot>
		<Max_Speed>15.0</Max_Speed>
	</Projectile>

		<!-- Section II: AV Lasers -->

	<Projectile Name="Proj_Turret_AV_Red">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_MEDIUM.ALO</Land_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>1.0</Projectile_Width>
		<Projectile_Length>10.4</Projectile_Length>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Turret_AV</Damage_Type>
		<Max_Speed>30.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>1200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>40.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>12</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Large_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Large_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>180</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Turret_AV_Green">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>1.0</Projectile_Width>
		<Projectile_Length>10.4</Projectile_Length>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Turret_AV</Damage_Type>
		<Max_Speed>30.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>1200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>40.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>10</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Large_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Large_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>180</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Turret_AV_Yellow">
		<Variant_Of_Existing_Type>Proj_Turret_AV_Green</Variant_Of_Existing_Type>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Max_Speed>30.0</Max_Speed>
		<Projectile_Damage>40.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Turret_AV_Violet">
		<Variant_Of_Existing_Type>Proj_Turret_AV_Green</Variant_Of_Existing_Type>
		<Projectile_Texture_Slot>1,1</Projectile_Texture_Slot>
		<Max_Speed>30.0</Max_Speed>
		<Projectile_Damage>40.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Turret_AV_Orange">
		<Variant_Of_Existing_Type>Proj_Turret_AV_Green</Variant_Of_Existing_Type>
		<Projectile_Texture_Slot>1,0</Projectile_Texture_Slot>
		<Max_Speed>35.0</Max_Speed>
		<Projectile_Damage>40</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Turret_AV_Blue">
		<Variant_Of_Existing_Type>Proj_Turret_AV_Green</Variant_Of_Existing_Type>
		<Projectile_Texture_Slot>0,1</Projectile_Texture_Slot>
		<Max_Speed>30.0</Max_Speed>
		<Projectile_Damage>40</Projectile_Damage>
	</Projectile>

		<!-- Section III: AA Flak Turrets -->

	<Projectile Name="Proj_Turret_Flak_Pod">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_FLACK_POD.ALO</Land_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Scale_Factor>2.0</Scale_Factor>
		<Damage_Type>Damage_Turret_AA</Damage_Type>
		<Max_Speed>30.0</Max_Speed>
		<Max_Rate_Of_Turn>1.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>MISSILE</Projectile_Category>
		<Projectile_Max_Flight_Distance>800.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>700.0</Projectile_Max_Scan_Range>

		<Projectile_Damage>15.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>15</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>60</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>Unit_Anti_Air_Small_Explosion_SFX</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Death_SFXEvent_Start_Die>Unit_Anti_Air_Explosion_SFX</Death_SFXEvent_Start_Die>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Flak_Pod_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Flak_Pod_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Flak_Pod_Explosion</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Turret_Flak_Cannon">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_FLACK_POD.ALO</Land_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Scale_Factor>3.0</Scale_Factor>
		<Damage_Type>Damage_Turret_AA</Damage_Type>
		<Max_Speed>45.0</Max_Speed>
		<Max_Rate_Of_Turn>1.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>MISSILE</Projectile_Category>
		<Projectile_Max_Flight_Distance>900.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>700.0</Projectile_Max_Scan_Range>

		<Projectile_Damage>150.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>150</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>30</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>Unit_Anti_Air_Small_Explosion_SFX</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Death_SFXEvent_Start_Die>Unit_Anti_Air_Explosion_SFX</Death_SFXEvent_Start_Die>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Flak_Pod_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Flak_Pod_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Flak_Pod_Explosion</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>200</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

		<!-- Section IV: Consortium Turret Projectiles -->

	<Projectile Name="Proj_Turret_Mass_Driver">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_proton_Vengance_small.alo</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Turret_MassDriver</Damage_Type>
		<Max_Speed>20.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>LASER</Projectile_Category>

		<Projectile_Max_Flight_Distance>550</Projectile_Max_Flight_Distance>
		<Projectile_Damage>5.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Medium_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Projectile_Dirt_Collide</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Tiny_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle/>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<Projectile_SFXEvent_Detonate>SFX_Ewok_Rock_Hit</Projectile_SFXEvent_Detonate>
		<AI_Combat_Power>5</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Turret_Proton_Torpedo">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>w_proton_projectile.alo</Land_Model_Name>
		<Scale_Factor>0.5</Scale_Factor>
		<Damage_Type>Damage_Torpedo</Damage_Type>
		<Max_Speed>8.0</Max_Speed>
		<Max_Rate_Of_Turn>0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>MPTL_Rocket</Projectile_Category>

		<Projectile_Rocket_Curve_Distance>50</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>7</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>100</Projectile_Rocket_Straight_Distance>
		<Explode_When_Reached_Target_Radius>True</Explode_When_Reached_Target_Radius>
		<Projectile_Target_Point_On_Terrain>True</Projectile_Target_Point_On_Terrain>

		<Projectile_Max_Flight_Distance>720.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>700.0</Projectile_Max_Scan_Range>
		<Projectile_Damage>30.0</Projectile_Damage>
		<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Blast_Area_Damage>30</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>45</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Object_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Explosion_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Explosion_Land</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Conc_Missile_Detonation_Particle</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>600</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Turret_Concussion_Grenade"><!-- Used by Empire MDU Grenade Turret -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_grenade.ALO</Land_Model_Name>
		<Scale_Factor>1.2</Scale_Factor>
		<Damage_Type>Damage_Infantry_Grenade</Damage_Type>
		<Max_Speed>11.5</Max_Speed>
		<Max_Rate_Of_Turn>0.01</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>GRENADE</Projectile_Category>
		<Projectile_Grenade_Gravity>0.7</Projectile_Grenade_Gravity>
		<Projectile_Grenade_Gravity_Lob_Mod>0.8</Projectile_Grenade_Gravity_Lob_Mod>
		<Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>
		<Projectile_Max_Lifetime>900.0</Projectile_Max_Lifetime>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Damage>15.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>15</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>20</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Object_Detonation_Particle>Thermal_Detonator_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Thermal_Detonator_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Thermal_Detonator_Explosion</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Thermal_Detonator_Explosion</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE_INFANTRY</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>5</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Grenade_Detonation</Projectile_SFXEvent_Detonate>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>
	
	<Projectile Name="Proj_Turret_Rocket"><!-- Used by Hutt Rocket Turret -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_concussion_missile.alo</Land_Model_Name>
		<Scale_Factor>0.3</Scale_Factor>
		<Damage_Type>Damage_Rocket</Damage_Type>
		<Max_Speed>6.5</Max_Speed>
		<Max_Rate_Of_Turn>30</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>ROCKET</Projectile_Category>
		<Projectile_Rocket_Curve_Distance>50</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>15</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>100</Projectile_Rocket_Straight_Distance>
		<Projectile_Max_Flight_Distance>500.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>600.0</Projectile_Max_Scan_Range>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>20</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>30</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Missile_Explosion_Ground_Hit</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Dud</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Small_Explosion_Land</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>300</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Turret_Missile"><!-- Used by Consortium MDU Rocket Pod Turret -->
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_concussion_missile.alo</Land_Model_Name>
		<Scale_Factor>0.3</Scale_Factor>
		<Damage_Type>Damage_Rocket</Damage_Type>
		<Max_Speed>12.0</Max_Speed>
		<Max_Rate_Of_Turn>25</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>MISSILE</Projectile_Category>
		<Projectile_Max_Flight_Distance>500.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>600.0</Projectile_Max_Scan_Range>
		<Projectile_Damage>30.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>30</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>30</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Missile_Explosion_Ground_Hit</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Dud</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Small_Explosion_Land</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>300</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

		<!-- Section V: Tower Projectiles -->

	<Projectile Name="Proj_Tower_Turbolaser_Red">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_turbolaser_burst_med00.ALO</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Tower_Turbo</Damage_Type>
		<Max_Speed>40.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>

		<Projectile_Max_Flight_Distance>1200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>100.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>20</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Large_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Large_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>500</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Tower_Turbolaser_Green">
		<Projectile_Texture_Slot>0,3</Projectile_Texture_Slot>
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_turbolaser_burst_med00_green.ALO</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Tower_Turbo</Damage_Type>
		<Max_Speed>40.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>1200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>100.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>20</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Large_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Large_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>500</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Tower_Turbolaser_Yellow">
		<Variant_of_Existing_Type>Proj_Tower_Turbolaser_Red</Variant_of_Existing_Type>
		<Land_Model_Name>p_turbolaser_burst_med00_yellow.ALO</Land_Model_Name>
		<Max_Speed>40.0</Max_Speed>
		<Projectile_Damage>100.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Tower_Turbolaser_Violet">
		<Variant_of_Existing_Type>Proj_Tower_Turbolaser_Red</Variant_of_Existing_Type>
		<Land_Model_Name>p_turbolaser_burst_med00_violet.ALO</Land_Model_Name>
		<Max_Speed>40.0</Max_Speed>
		<Projectile_Damage>100.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Tower_Turbolaser_Orange">
		<Variant_of_Existing_Type>Proj_Tower_Turbolaser_Red</Variant_of_Existing_Type>
		<Land_Model_Name>p_turbolaser_burst_med00_orange.ALO</Land_Model_Name>
		<Max_Speed>45.0</Max_Speed>
		<Projectile_Damage>100</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Tower_Turbolaser_Blue">
		<Variant_of_Existing_Type>Proj_Tower_Turbolaser_Red</Variant_of_Existing_Type>
		<Land_Model_Name>p_turbolaser_burst_med00_blue.ALO</Land_Model_Name>
		<Max_Speed>40.0</Max_Speed>
		<Projectile_Damage>100.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Tower_HeavyBeam">
		<Projectile_Texture_Slot>0,1</Projectile_Texture_Slot>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>4.0</Projectile_Width>
		<Projectile_Length>100.0</Projectile_Length>
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Tower_Beam</Damage_Type>
		<Max_Speed>15.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>LASER</Projectile_Category>

		<Projectile_Max_Flight_Distance>1200.0</Projectile_Max_Flight_Distance>
		<Projectile_Blast_Area_Range>20.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>40.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0.1</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Damage>80.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>50</Projectile_Energy_Per_Shot>

		<Projectile_Object_Detonation_Particle>Small_Explosion_Space_Empire</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Explosion_Space_Empire</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Explosion_Space_Empire</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Small_Explosion_Space_Empire</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>600</AI_Combat_Power>
	</Projectile>
	
	<Projectile Name="Proj_Vehicle_HeavyBeam">
		<Projectile_Texture_Slot>0,1</Projectile_Texture_Slot>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>4.0</Projectile_Width>
		<Projectile_Length>100.0</Projectile_Length>
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Tower_Beam</Damage_Type>
		<Max_Speed>15.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>LASER</Projectile_Category>

		<Projectile_Max_Flight_Distance>1200.0</Projectile_Max_Flight_Distance>
		<Projectile_Blast_Area_Range>20.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>40.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0.1</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Damage>60.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>50</Projectile_Energy_Per_Shot>

		<Projectile_Object_Detonation_Particle>Small_Explosion_Space_Empire</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Explosion_Space_Empire</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Explosion_Space_Empire</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Small_Explosion_Space_Empire</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
		<AI_Combat_Power>500</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Magnepulse_Blob">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_magnepulse_shot.alo</Land_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Damage_Type>Damage_Default</Damage_Type>
		<Scale_Factor>3.0</Scale_Factor>
		<Max_Speed>40</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>GRENADE</Projectile_Category>
		<Projectile_Grenade_Gravity>0.5</Projectile_Grenade_Gravity>
		<Projectile_Grenade_Gravity_Lob_Mod>0.5</Projectile_Grenade_Gravity_Lob_Mod>
		<Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>
		<!--<Projectile_Max_Flight_Distance>30000.0</Projectile_Max_Flight_Distance>-->
		<Projectile_Max_Lifetime>900.0</Projectile_Max_Lifetime><!-- Oksana: give it a few minutes... generally, it will die of collision. -->

		<Projectile_Damage>0.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Magnepulse_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Magnepulse_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Magnepulse_Explosion</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>

		<!-- Stun specifics -->
		<Projectile_Stun_On_Detonation>yes</Projectile_Stun_On_Detonation>
		<Projectile_Stun_Duration_Frames>450</Projectile_Stun_Duration_Frames>
		<Projectile_Stun_Radius>200</Projectile_Stun_Radius>
		<Projectile_Stun_Spawn_Effect>Stunned_Object_Skirmish_Magnepulse</Projectile_Stun_Spawn_Effect>
		<Projectile_Stun_Victims_Category_Mask>Vehicle</Projectile_Stun_Victims_Category_Mask>
		<Projectile_Stun_Victims_Unit_Types>Scout_Trooper, IG-88, Droid_R2D2, Droid_C3P0, Dark_Trooper_PhaseI, Dark_Trooper_PhaseII, Dark_Trooper_PhaseIII, B1_Battledroid, B2_Battledroid, MagnaGuard, B1_Repairdroid</Projectile_Stun_Victims_Unit_Types>
		<Projectile_SFXEvent_Detonate>SFX_Magnepulse_Detonation</Projectile_SFXEvent_Detonate>
		<AI_Combat_Power>500</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Magnepulse_Blob_Skirmish">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_magnepulse_shot.alo</Land_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Damage_Type>Damage_Default</Damage_Type>
		<Scale_Factor>3.0</Scale_Factor>
		<Max_Speed>40</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>GRENADE</Projectile_Category>
		<Projectile_Grenade_Gravity>0.5</Projectile_Grenade_Gravity>
		<Projectile_Grenade_Gravity_Lob_Mod>0.5</Projectile_Grenade_Gravity_Lob_Mod>
		<Projectile_Grenade_Can_Lob_Slower>yes</Projectile_Grenade_Can_Lob_Slower>
		<!--<Projectile_Max_Flight_Distance>30000.0</Projectile_Max_Flight_Distance>-->
		<Projectile_Max_Lifetime>900.0</Projectile_Max_Lifetime><!-- Oksana: give it a few minutes... generally, it will die of collision. -->

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>Yes</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Object_Detonation_Particle>Magnepulse_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Magnepulse_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Magnepulse_Explosion</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>

		<!-- Stun specifics -->
		<Projectile_Stun_On_Detonation>yes</Projectile_Stun_On_Detonation>
		<Projectile_Stun_Duration_Frames>510</Projectile_Stun_Duration_Frames>
		<Projectile_Stun_Radius>200</Projectile_Stun_Radius>
		<Projectile_Stun_Spawn_Effect>Stunned_Object_Skirmish_Magnepulse</Projectile_Stun_Spawn_Effect>
		<Projectile_Stun_Victims_Category_Mask>Vehicle</Projectile_Stun_Victims_Category_Mask>
		<Projectile_Stun_Victims_Unit_Types>Scout_Trooper, IG-88, Droid_R2D2, Droid_C3P0, Dark_Trooper_PhaseI, Dark_Trooper_PhaseII, Dark_Trooper_PhaseIII, B1_Battledroid, B2_Battledroid, MagnaGuard, B1_Repairdroid</Projectile_Stun_Victims_Unit_Types>
		<Projectile_SFXEvent_Detonate>SFX_Magnepulse_Detonation</Projectile_SFXEvent_Detonate>
		<AI_Combat_Power>500</AI_Combat_Power>
	</Projectile>

	<!-- Misc. Projectiles -->

	<Projectile Name="Proj_Construction_Pod_Detonation">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<!-- Instant explosion -->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Lifetime>0.0</Projectile_Max_Lifetime>
		<!-- Not used - area_blast damage override this -->
		<Projectile_Damage>3000.0</Projectile_Damage>

		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Blast_Area_Range>400.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>3000.0</Projectile_Blast_Area_Damage><!-- jdg was 175 -->
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<!--<Projectile_Blast_Area_Max_Victims>1.0</Projectile_Blast_Area_Max_Victims>//to create a delay/chain effect, only damage one at a time -->
		<Projectile_Blast_Area_Immune_Faction>Rebel</Projectile_Blast_Area_Immune_Faction>

		<Damage_Type>Damage_Self_Destruct</Damage_Type>
		<Projectile_Damage_Delay_Secs>.5</Projectile_Damage_Delay_Secs>

		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Object_Detonation_Particle>Friggin_Huge_Explosion_Space_Empire</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Friggin_Huge_Explosion_Space_Empire</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Friggin_Huge_Explosion_Space_Empire</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Friggin_Huge_Explosion_Space_Empire</Projectile_Absorbed_By_Shields_Particle>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<!-- jdg using this guy in an expansion corruption mission, making player immune to damage -->
	<Projectile Name="Proj_Construction_Pod_Detonation_Underworld_Immune">
		<Variant_Of_Existing_Type>Proj_Construction_Pod_Detonation</Variant_Of_Existing_Type>
		<Projectile_Blast_Area_Immune_Faction>Underworld</Projectile_Blast_Area_Immune_Faction>
	</Projectile>

	<!-- Explosion Area Effects -->
	<Projectile Name="Proximity_Mine_Blast_Effect">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<!-- Instant explosion -->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<!-- Not used - area_blast damage override this -->
		<Projectile_Damage>10.0</Projectile_Damage>

		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Blast_Area_Range>30.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>10.0</Projectile_Blast_Area_Damage>
		<Damage_Type>Damage_Self_Destruct</Damage_Type>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Object_Detonation_Particle>Small_Explosion_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Explosion_Land</Projectile_Lifetime_Detonation_Particle>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Remote_Bomb_Blast_Effect">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<!-- Instant explosion -->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<!-- Not used - area_blast damage override this -->
		<Projectile_Damage>250.0</Projectile_Damage>

		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Blast_Area_Range>120.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>250.0</Projectile_Blast_Area_Damage>
		<Damage_Type>Damage_Default</Damage_Type>
		<Internal_Damage_Type>Damage_Remote_Bomb</Internal_Damage_Type>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Max_Lifetime>60.0</Projectile_Max_Lifetime>

		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>3</Projectile_Blast_Area_Dropoff_Tiers>

		<Projectile_Lifetime_Detonation_Particle>Remote_bomb</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Object_Detonation_Particle>Remote_bomb</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Remote_bomb</Projectile_Ground_Detonation_Particle>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Self_Destruct_Area_Blast_Effect">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<!--Instant explosion-->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<!--Not used - area_blast damage override this-->
		<Projectile_Damage>120.0</Projectile_Damage>

		<!--Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect-->
		<Projectile_Blast_Area_Range>150.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>120.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>2</Projectile_Blast_Area_Dropoff_Tiers>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Damage_Type>Damage_Self_Destruct</Damage_Type>

		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<!--Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect-->
		<Projectile_Lifetime_Detonation_Particle>Self_Destruct_Effect</Projectile_Lifetime_Detonation_Particle>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Self_Destruct_Area_Blast_Effect_DUMMY">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<!-- Instant explosion -->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<!-- Not used - area_blast damage override this -->
		<Projectile_Damage>0.0</Projectile_Damage>

		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Blast_Area_Range>0.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>0.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Damage_Type>Damage_Self_Destruct</Damage_Type>

		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Lifetime_Detonation_Particle>Self_Destruct_Effect</Projectile_Lifetime_Detonation_Particle>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Wall_Destruction">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<!-- Instant explosion -->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<!-- Not used - area_blast damage override this -->
		<Projectile_Damage>0.0</Projectile_Damage>

		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Blast_Area_Range>45.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>25.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Damage_Type>Damage_Self_Destruct</Damage_Type>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_Lifetime_Detonation_Particle>Medium_Explosion_Land</Projectile_Lifetime_Detonation_Particle>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<!-- Special land projectile to instantly detonate and reveal the map via the "FOW Reveal Ping" unit ability -->
	<Projectile Name="Proj_Special_Land_FOW_Reveal_Ping_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type>Damage_Default</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>0.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED, REVEAL</Behavior><!-- REVEAL for FOW -->

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range><!-- REVEAL for FOW -->
		<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier><!-- REVEAL for FOW -->

		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>0.0</Projectile_Damage><!-- No damage, FOW reveal -->
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>					<!--Frank STUB PLACEHOLDER-->
		<Projectile_Object_Detonation_Particle>FOW_Ping_Blast_Particles</Projectile_Object_Detonation_Particle>		<!--Gary STUB PLACEHOLDER-->
		<Projectile_Ground_Detonation_Particle>FOW_Ping_Blast_Particles</Projectile_Ground_Detonation_Particle>		<!--Gary STUB PLACEHOLDER-->
		<Projectile_Lifetime_Detonation_Particle>FOW_Ping_Blast_Particles</Projectile_Lifetime_Detonation_Particle>	<!--Gary STUB PLACEHOLDER-->
		<Projectile_Absorbed_By_Shields_Particle/>
		<AI_Combat_Power>0</AI_Combat_Power>

		<!-- Oksana: enemy should not be able to see this particle effect. Use this flag with caution - ask me why. -->
		<Model_Visible_To_Enemy>No</Model_Visible_To_Enemy>
	</Projectile>

	<Projectile Name="Proj_Special_Land_FOW_Reveal_Ping_Blast_Fanblade">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_LASER_INVISIBLE.ALO</Land_Model_Name>
		<Damage_Type>Damage_Default</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>0.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED, REVEAL</Behavior><!-- REVEAL for FOW -->

		<Land_FOW_Reveal_Range>500.0</Land_FOW_Reveal_Range><!-- REVEAL for FOW -->
		<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier><!-- REVEAL for FOW -->

		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>0.0</Projectile_Damage><!-- No damage, FOW reveal -->
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>					<!--Frank STUB PLACEHOLDER-->
		<Projectile_Object_Detonation_Particle>FOW_Ping_Blast_Particles</Projectile_Object_Detonation_Particle>		<!--Gary STUB PLACEHOLDER-->
		<Projectile_Ground_Detonation_Particle>FOW_Ping_Blast_Particles</Projectile_Ground_Detonation_Particle>		<!--Gary STUB PLACEHOLDER-->
		<Projectile_Lifetime_Detonation_Particle>FOW_Ping_Blast_Particles</Projectile_Lifetime_Detonation_Particle>	<!--Gary STUB PLACEHOLDER-->
		<Projectile_Absorbed_By_Shields_Particle/>
		<AI_Combat_Power>0</AI_Combat_Power>

		<!-- Oksana: enemy should not be able to see this particle effect. Use this flag with caution - ask me why. -->
		<Model_Visible_To_Enemy>No</Model_Visible_To_Enemy>
	</Projectile>

	<Projectile Name="Dekard_Concussion_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_LASER_INVISIBLE.ALO</Space_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>0.01</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<Projectile_Max_Flight_Distance>0.01</Projectile_Max_Flight_Distance>

		<Projectile_Damage>0.0</Projectile_Damage>
		<Projectile_Blast_Area_Range>1200.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>100.0</Projectile_Blast_Area_Damage>
		<Damage_Type>Damage_Self_Destruct</Damage_Type>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Damage_Delay_Secs>.7</Projectile_Damage_Delay_Secs>

		<AI_Combat_Power>350</AI_Combat_Power>

		<Death_Explosions>Harmonic_Bomb_Explosion_Slave_I</Death_Explosions>
		<Death_SFXEvent_Start_Die>SFX_Sizemic_Detonation</Death_SFXEvent_Start_Die>

		<!-- detonation particle and SFX -->
		<Projectile_Object_Detonation_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Object_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Lifetime_Detonation_Particle>
		<Projectile_SFXEvent_Detonate/>
	</Projectile>

	<Projectile Name="MZ8_Tank_Self_Destruct_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<!-- Instant explosion -->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<!-- Not used - area_blast damage override this -->
		<Projectile_Damage>200.0</Projectile_Damage>

		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Blast_Area_Range>200.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>200.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>3</Projectile_Blast_Area_Dropoff_Tiers>
		<Damage_Type>Damage_Self_Destruct</Damage_Type>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Lifetime_Detonation_Particle>Pulse_Cannon_Tank_Self_Destruct_Explosion</Projectile_Lifetime_Detonation_Particle>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Exploding_Land_Barrel_Detonation">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<!-- Instant explosion -->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Lifetime>0.0</Projectile_Max_Lifetime>
		<!-- Not used - area_blast damage override this -->
		<Projectile_Damage>200.0</Projectile_Damage>

		<Projectile_Blast_Area_Range>80.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>200.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<!--<Projectile_Blast_Area_Max_Victims>1.0</Projectile_Blast_Area_Max_Victims>//to create a delay/chain effect, only damage one at a time -->
		<Projectile_Blast_Area_Immune_Faction>Underworld</Projectile_Blast_Area_Immune_Faction>

		<Damage_Type>Damage_Self_Destruct</Damage_Type>
		<Projectile_Damage_Delay_Secs>.5</Projectile_Damage_Delay_Secs>

		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Object_Detonation_Particle>Missile_Explosion_Ground_Hit</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Missile_Explosion_Ground_Hit</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Missile_Explosion_Ground_Hit</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Missile_Explosion_Ground_Hit</Projectile_Absorbed_By_Shields_Particle>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

<!-- SoaFE Rift Projectiles -->
	<Projectile Name="Proj_Obelisk_Tower">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>P_OBELISK_TOWER.alo</Space_Model_Name>
		<Land_Model_Name>P_OBELISK_TOWER.alo</Land_Model_Name>
		<Scale_Factor>0.5</Scale_Factor>
		<Damage_Type>Damage_Tower_Turbo</Damage_Type>
		<Max_Speed>10.0</Max_Speed>
		<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<SpaceBehavior>IDLE</SpaceBehavior>
		<LandBehavior>IDLE</LandBehavior>
		<Projectile_Category>LASER</Projectile_Category>
		<Projectile_Max_Flight_Distance>2500.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>

		<Projectile_Damage>60.0</Projectile_Damage>
		<Projectile_Blast_Area_Range>60.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>60.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>2</Projectile_Blast_Area_Dropoff_Tiers>

		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>250</Projectile_Energy_Per_Shot>

		<Projectile_Object_Detonation_Particle>P_OBELISK_DETONATE</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>P_OBELISK_DETONATE</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>P_OBELISK_DETONATE</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>P_OBELISK_DETONATE</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>P_OBELISK_DETONATE</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Lifetime_Detonation_Particle>Huge_Dud</Projectile_Lifetime_Detonation_Particle>
		<AI_Combat_Power>400</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>
</Projectiles>















