<?xml version="1.0"?>
<Data>
	<GroundInfantry Name="Rebel_Pilot">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_REBEL_PILOT</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_REBEL_PILOT,
			TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
			GALYANA_CLASS_BLANK,
			STAT_R_PILOT_HULL,
			STAT_R_PILOT_SPEED
		</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against/>
		<Encyclopedia_Vulnerable_To>TIE_Crawler Destroyer_Droid Empire_Anti_Infantry_Turret</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>RI_PILOT.ALO</Land_Model_Name>
		<Land_Model_Anim_Override_Name>RI_INFANTRY.ALO</Land_Model_Anim_Override_Name>
		<Icon_Name>i_button_pilot.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

	<!-- GUI Info -->

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>10</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<Select_Box_Scale>20</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Infantry</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>

		<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
		<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>

		<Is_Squashable>Yes</Is_Squashable>

	<!-- Movement Info -->
		<Type>Walk</Type>
		<MovementClass>Infantry</MovementClass>
		<Max_Speed>1.0</Max_Speed>
		<Max_Rate_Of_Turn>20</Max_Rate_Of_Turn>
		<OverrideAcceleration>.07</OverrideAcceleration>
		<OverrideDeceleration>.07</OverrideDeceleration>

		<Movement_Animation_Speed>0.65</Movement_Animation_Speed>
		<Walk_Animation_Speed>.366</Walk_Animation_Speed>
		<Crouch_Animation_Speed>.537</Crouch_Animation_Speed>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>

		<Pause_During_Cinematic_Anim>Yes</Pause_During_Cinematic_Anim>
		<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed>
		<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
		<Cinematic_Anim_Index>00</Cinematic_Anim_Index>

		<MinimumPushReturnDistance>10</MinimumPushReturnDistance>

		<FormationOrder>2</FormationOrder>
		<FormationGrouping>Standard</FormationGrouping>
		<FormationSpacing>0.5</FormationSpacing>
		<FormationRaggedness>0.0</FormationRaggedness>
		<WaitsForFormationFormup>False</WaitsForFormationFormup>

		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Infantry</Armor_Type>
		<Tactical_Health>60</Tactical_Health>

	<!-- Damage - Targeting Info -->
		<Damage>1</Damage>
		<AI_Combat_Power>5</AI_Combat_Power>

		<Projectile_Types>Proj_Infantry_Blaster_Red</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>0.9</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>

		<Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AvoidAntiInfantryTurrets</Targeting_Priority_Set>

		<Idle_Chase_Range>50.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Stealth_Capable>No</Stealth_Capable>
		<CanCellStack>Yes</CanCellStack>
		<Create_Team>Yes</Create_Team>
		<Deploys>No</Deploys>

		<CategoryMask>Infantry</CategoryMask>
		<Space_Layer>Land</Space_Layer>

		<Weather_Category>Infantry</Weather_Category>

		<OccupationStyle>1x1</OccupationStyle>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Score_Cost_Credits>15</Score_Cost_Credits>
		<Tactical_Bribe_Cost>30</Tactical_Bribe_Cost>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE</Behavior>
		<LandBehavior>SURFACE_FX, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING</LandBehavior>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
		<Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield>

		<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>

		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>0</Death_Persistence_Duration>

		<Death_Clone>Damage_Force_Whirlwind, Rebel_Pilot_Force_Whirlwind_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Force_Lightning, Rebel_Pilot_Force_Lightning_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Crush, Rebel_Pilot_Crush_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_00</Death_Clone>
		<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_01</Death_Clone>
		<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>

		<!--When this unit is converted by the "convert to enemy" special ability (Force Corruption), this is what his type pointer changes to-->
		<Conversion_Ability_Changes_To_Enemy>Rebel_Pilot_Converted_To_Enemy</Conversion_Ability_Changes_To_Enemy>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Rebel_Infantry_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Rebel_Soldier</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rebel_Soldier</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rebel_Soldier</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Rebel_Soldier</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Rebel_Soldier</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Rebel_Soldier</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Rebel_Soldier</SFXEvent_Assist_Attack>

		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>
	</GroundInfantry>

	<!--Version of above Infantry who has been converted to enemy by Force Corruption ability.-->
	<!--This object type can be commented out or deleted if the base type is never effected by Force Corruption enemy conversion ability.-->
	<!--IMPORTANT: For now, only SFXEvent should be changed due to the on-the-fly type pointer change. If more is desired to be changed-->
	<!--there could be serious ramifications, so please consult with Programming team.-->
	<GroundInfantry Name="Rebel_Pilot_Converted_To_Enemy">
		<Variant_Of_Existing_Type>Rebel_Pilot</Variant_Of_Existing_Type>
		<SFXEvent_Select>Unit_Select_Rebel_Soldier_Converted</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rebel_Soldier_Converted</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_Rebel_Soldier_Converted</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Rebel_Soldier_Converted</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Rebel_Soldier_Converted</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Rebel_Soldier_Converted</SFXEvent_Assist_Attack>
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_2_Death</Death_SFXEvent_Start_Die>
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Pilot_Force_Whirlwind_Death_Clone">
		<Variant_Of_Existing_Type>Rebel_Pilot</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>FW_DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index/>
		<CategoryMask>None</CategoryMask>
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Pilot_Force_Lightning_Death_Clone">
		<Variant_Of_Existing_Type>Rebel_Pilot</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>FL_DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index/>
		<CategoryMask>None</CategoryMask>
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Pilot_Crush_Death_Clone">
		<Variant_Of_Existing_Type>Rebel_Pilot</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>Crushed</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index/>
		<CategoryMask>None</CategoryMask>
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Trooper">
	<!-- Encyclopedia Info -->
		<LOD_Bias>99</LOD_Bias>
		<Text_ID>TEXT_UNIT_REBEL_TROOPER</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_REBELSOLDIER,
			TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
			GALYANA_CLASS_BLANK,
			STAT_R_TROOPER_HULL,
			STAT_R_TROOPER_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_REBELSOLDIER,
			TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
			GALYANA_CLASS_BLANK,
			STAT_R_TROOPER_COST,
			STAT_R_TROOPER_TIME,
			STAT_R_TROOPER_HULL,
			STAT_R_TROOPER_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Stormtrooper B1_Battledroid Hutt_Soldier</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>TIE_Crawler Destroyer_Droid Empire_Anti_Infantry_Turret</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>RI_INFANTRY.ALO</Land_Model_Name>
		<Land_Terrain_Model_Mapping>
			Temperate,	RI_INFANTRY.ALO,
			Urban,		RI_INFANTRY.ALO,
			Arctic,		RI_INFANTRY_Snow.ALO,
			Volcanic,	RI_INFANTRY_Desert.ALO,
			Desert,		RI_INFANTRY_Desert.ALO,
			Forest,		RI_INFANTRY_Forest.ALO,
			Swamp,		RI_INFANTRY_Forest.ALO
		</Land_Terrain_Model_Mapping>
		<Land_Model_Anim_Override_Name>RI_INFANTRY.ALO</Land_Model_Anim_Override_Name>
		<Icon_Name>i_button_rebel_soldier.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

	<!-- GUI Info -->

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>10</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<Select_Box_Scale>15</Select_Box_Scale><!-- For Skiff solo infantry -->
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Infantry</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>

		<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
		<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>

		<Is_Squashable>Yes</Is_Squashable>

	<!-- Movement Info -->
		<Type>Walk</Type>
		<MovementClass>Infantry</MovementClass>
		<Max_Speed>1.0</Max_Speed>
		<Max_Rate_Of_Turn>20</Max_Rate_Of_Turn>
		<OverrideAcceleration>.07</OverrideAcceleration>
		<OverrideDeceleration>.07</OverrideDeceleration>

		<Movement_Animation_Speed>0.65</Movement_Animation_Speed>
		<Walk_Animation_Speed>.366</Walk_Animation_Speed>
		<Crouch_Animation_Speed>.537</Crouch_Animation_Speed>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>

		<Pause_During_Cinematic_Anim>Yes</Pause_During_Cinematic_Anim>
		<Cinematic_Anim_Speed>1.0</Cinematic_Anim_Speed>
		<Cinematic_Anim_Blend_Seconds>1.0</Cinematic_Anim_Blend_Seconds>
		<Cinematic_Anim_Index>00</Cinematic_Anim_Index>

		<Presence_Induced_Animations>
			Celebrate,
				AT_AT_Walker_Cable_Attack_Death_Clone,
				AT_AT_Walker_Death_Clone_00,
				AT_AT_Walker_Death_Clone_01,
				AT_AT_Walker_Death_Clone_02
		</Presence_Induced_Animations>

		<MinimumPushReturnDistance>10</MinimumPushReturnDistance>

		<FormationOrder>2</FormationOrder>
		<FormationGrouping>Standard</FormationGrouping>
		<FormationSpacing>0.5</FormationSpacing>
		<FormationRaggedness>0.0</FormationRaggedness>
		<WaitsForFormationFormup>False</WaitsForFormationFormup>

		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Infantry</Armor_Type>
		<Tactical_Health>56</Tactical_Health>
		<Sensor_Range>20</Sensor_Range>

	<!-- Damage - Targeting Info -->
		<Damage>1</Damage>
		<AI_Combat_Power>6</AI_Combat_Power>

		<Projectile_Types>Proj_Infantry_Blaster_Red</Projectile_Types>
		<Projectile_Damage>5.0</Projectile_Damage>
		<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 4.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>LandHero, 5.0</Targeting_Fire_Inaccuracy>

		<Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AvoidAntiInfantryTurrets</Targeting_Priority_Set>

		<Idle_Chase_Range>50.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Stealth_Capable>No</Stealth_Capable>
		<CanCellStack>Yes</CanCellStack>
		<Create_Team>Yes</Create_Team>
		<Deploys>No</Deploys>

		<CategoryMask>Infantry | AntiInfantry</CategoryMask>
		<Space_Layer>Land</Space_Layer>

		<Weather_Category>Infantry</Weather_Category>
		<Garrison_Category>Infantry</Garrison_Category>

		<OccupationStyle>1x1</OccupationStyle>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Tactical_Bribe_Cost>25</Tactical_Bribe_Cost>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE</Behavior>
		<LandBehavior>SURFACE_FX, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, GARRISON_UNIT</LandBehavior>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
		<Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield>
		<Property_Flags>Fodder</Property_Flags>

		<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>

		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>0</Death_Persistence_Duration>

		<Death_Clone>Damage_Force_Whirlwind, Rebel_Trooper_Force_Whirlwind_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Force_Lightning, Rebel_Trooper_Force_Lightning_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Crush, Rebel_Trooper_Crush_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_00</Death_Clone>
		<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_01</Death_Clone>
		<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>
		<Death_Clone>Damage_Remote_Bomb, Rebel_Trooper_Remote_Bomb_Death_Clone</Death_Clone>

		<Conversion_Ability_Changes_To_Enemy>Rebel_Trooper_Converted_To_Enemy</Conversion_Ability_Changes_To_Enemy>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Rebel_Infantry_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Rebel_Soldier</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rebel_Soldier</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rebel_Soldier</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Rebel_Soldier</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Rebel_Soldier</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Rebel_Soldier</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Rebel_Soldier</SFXEvent_Assist_Attack>

		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>SPREAD_OUT</Type>
			<Mod_Multiplier>SPEED_MULTIPLIER,	0.5f</Mod_Multiplier>
			<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER,	0.6f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Take_Cover_Rebel_Soldier</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Trooper_Converted_To_Enemy">
		<Variant_Of_Existing_Type>Rebel_Trooper</Variant_Of_Existing_Type>
		<SFXEvent_Select>Unit_Select_Rebel_Soldier_Converted</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rebel_Soldier_Converted</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_Rebel_Soldier_Converted</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Rebel_Soldier_Converted</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Rebel_Soldier_Converted</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Rebel_Soldier_Converted</SFXEvent_Assist_Attack>
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Trooper_NonVictroy">
		<Variant_Of_Existing_Type>Rebel_Trooper</Variant_Of_Existing_Type>
		<Victory_Relevant>No</Victory_Relevant>
	</GroundInfantry>

	<GroundInfantry Name="Squad_Rebel_Trooper">
		<Variant_Of_Existing_Type>Rebel_Trooper</Variant_Of_Existing_Type>
		<Select_Box_Scale>0</Select_Box_Scale><!-- 0, otherwise small box will poke through container circle -->
		<LandBehavior>SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR, IDLE, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING</LandBehavior>
		<Space_Layer>None</Space_Layer>
		<Custom_Soft_Footprint_Radius>3.0</Custom_Soft_Footprint_Radius>
		<Max_Rate_Of_Turn>16.0</Max_Rate_Of_Turn>
		<FormationRaggedness>1.6</FormationRaggedness>
		<MaxJiggleDistance>3.5</MaxJiggleDistance>

		<Conversion_Ability_Changes_To_Enemy>Squad_Rebel_Trooper_Converted_To_Enemy</Conversion_Ability_Changes_To_Enemy>
	</GroundInfantry>

	<GroundInfantry Name="Squad_Rebel_Trooper_Converted_To_Enemy">
		<Variant_Of_Existing_Type>Squad_Rebel_Trooper</Variant_Of_Existing_Type>
		<SFXEvent_Select>Unit_Select_Rebel_Soldier_Converted</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rebel_Soldier_Converted</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_Rebel_Soldier_Converted</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Rebel_Soldier_Converted</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Rebel_Soldier_Converted</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Rebel_Soldier_Converted</SFXEvent_Assist_Attack>
	</GroundInfantry>
	
	<GroundInfantry Name="Squad_Rebel_Trooper_Spawner">
		<Variant_Of_Existing_Type>Rebel_Trooper</Variant_Of_Existing_Type>
		<Select_Box_Scale>0</Select_Box_Scale><!-- 0, otherwise small box will poke through container circle -->
		<LandBehavior>SPAWN_SQUADRON, SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR, IDLE, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING</LandBehavior>
		<Space_Layer>None</Space_Layer>
		<Custom_Soft_Footprint_Radius>3.0</Custom_Soft_Footprint_Radius>
		<Max_Rate_Of_Turn>16.0</Max_Rate_Of_Turn>
		<FormationRaggedness>1.6</FormationRaggedness>
		<MaxJiggleDistance>3.5</MaxJiggleDistance>

		<HardPoints>HP_Infantry_Spawner</HardPoints>
		<Starting_Spawned_Units_Tech_0>Rebel_Mini_Infantry_Squad, 2</Starting_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>0.0</Spawned_Squadron_Delay_Seconds>

		<Conversion_Ability_Changes_To_Enemy>Squad_Rebel_Trooper_Converted_To_Enemy</Conversion_Ability_Changes_To_Enemy>
	</GroundInfantry>

	<GroundInfantry Name="Squad_Rebel_Trooper_Spawner_Converted_To_Enemy">
		<Variant_Of_Existing_Type>Squad_Rebel_Trooper_Spawner</Variant_Of_Existing_Type>
		<SFXEvent_Select>Unit_Select_Rebel_Soldier_Converted</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rebel_Soldier_Converted</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_Rebel_Soldier_Converted</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Rebel_Soldier_Converted</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Rebel_Soldier_Converted</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Rebel_Soldier_Converted</SFXEvent_Assist_Attack>
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Trooper_Force_Whirlwind_Death_Clone">
		<Variant_Of_Existing_Type>Rebel_Trooper</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>FW_DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index/>
		<CategoryMask>None</CategoryMask>
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Trooper_Force_Lightning_Death_Clone">
		<Variant_Of_Existing_Type>Rebel_Trooper</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>FL_DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index/>
                <CategoryMask>None</CategoryMask>
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Trooper_Crush_Death_Clone">
		<Variant_Of_Existing_Type>Rebel_Trooper</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>Crushed</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index/>
		<CategoryMask>None</CategoryMask>
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Trooper_Remote_Bomb_Death_Clone">
		<Variant_Of_Existing_Type>Rebel_Trooper</Variant_Of_Existing_Type>
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Bomb_Death</Death_SFXEvent_Start_Die>
		<CategoryMask>None</CategoryMask>
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Rifle_Grenadier">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Unit_Rifle_Grenadier</Text_ID>
		<Encyclopedia_Text>
			Galyana_Unit_Text_Rifle_Grenadier,
			TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
			GALYANA_CLASS_BLANK,
			STAT_R_RIFLEGRENADIER_HULL,
			STAT_R_RIFLEGRENADIER_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Unit_Text_Rifle_Grenadier,
			TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
			GALYANA_CLASS_BLANK,
			STAT_R_RIFLEGRENADIER_COST,
			STAT_R_RIFLEGRENADIER_TIME,
			STAT_R_RIFLEGRENADIER_HULL,
			STAT_R_RIFLEGRENADIER_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Stormtrooper Underworld_Merc Hutt_Soldier</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Imperial_Sniper Destroyer_Droid Hutt_Sniper</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>REI_arc_trooper.ALO</Land_Model_Name>
		<Icon_Name>i_button_rifleman.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

	<!-- GUI Info -->

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>10</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<Select_Box_Scale>15</Select_Box_Scale><!-- Small box for solo unit-->
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Infantry</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>

		<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
		<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>

		<Is_Squashable>Yes</Is_Squashable>

	<!-- Movement Info -->
		<Type>Walk</Type>
		<MovementClass>Infantry</MovementClass>
		<Max_Speed>0.9</Max_Speed>
		<Max_Rate_Of_Turn>20</Max_Rate_Of_Turn>
		<OverrideAcceleration>.06</OverrideAcceleration>
		<OverrideDeceleration>.06</OverrideDeceleration>

		<Movement_Animation_Speed>0.65</Movement_Animation_Speed>
		<Walk_Animation_Speed>.366</Walk_Animation_Speed>
		<Crouch_Animation_Speed>.537</Crouch_Animation_Speed>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>

		<MinimumPushReturnDistance>10</MinimumPushReturnDistance>

		<FormationOrder>2</FormationOrder>
		<FormationGrouping>Standard</FormationGrouping>
		<FormationSpacing>0.5</FormationSpacing>
		<FormationRaggedness>0.0</FormationRaggedness>
		<WaitsForFormationFormup>False</WaitsForFormationFormup>

		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Infantry</Armor_Type>
		<Tactical_Health>70</Tactical_Health>
		<Sensor_Range>20</Sensor_Range>

	<!-- Damage - Targeting Info -->
		<Damage>3</Damage>
		<AI_Combat_Power>15</AI_Combat_Power>

		<!--Hardpoints for Rifle and Grenade Launcher-->
		<Hardpoints>HP_Rifle_Grenadier_Blaster, HP_Rifle_Grenadier_Grenade</Hardpoints>

		<!-- Dummy Projectile to fix assert -->
		<Projectile_Types>Proj_Dummy_Invisible</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>10.0</Projectile_Fire_Recharge_Seconds>

		<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>175.0</Targeting_Max_Attack_Distance>
<!--		<Targeting_Min_Attack_Distance>40.0</Targeting_Min_Attack_Distance>-->
		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AvoidAntiInfantryTurrets</Targeting_Priority_Set>

		<Idle_Chase_Range>50.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Stealth_Capable>No</Stealth_Capable>
		<CanCellStack>Yes</CanCellStack>
		<Create_Team>Yes</Create_Team>
		<Deploys>No</Deploys>

		<CategoryMask>Infantry | AntiInfantry</CategoryMask>
		<Space_Layer>Land</Space_Layer>

		<Weather_Category>Infantry</Weather_Category>

		<OccupationStyle>1x1</OccupationStyle>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Tactical_Bribe_Cost>50</Tactical_Bribe_Cost>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE</Behavior>
		<LandBehavior>SURFACE_FX, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING</LandBehavior>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
		<Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield>

		<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>

		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>0</Death_Persistence_Duration>

		<Death_Clone>Damage_Force_Whirlwind, Rebel_Rifle_Grenadier_Force_Whirlwind_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Force_Lightning, Rebel_Rifle_Grenadier_Force_Lightning_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Crush, Rebel_Rifle_Grenadier_Crush_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_00</Death_Clone>
		<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_01</Death_Clone>
		<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>
		<Death_Clone>Damage_Remote_Bomb, Rebel_Rifle_Grenadier_Remote_Bomb_Death_Clone</Death_Clone>

		<Conversion_Ability_Changes_To_Enemy>Rebel_Rifle_Grenadier_Converted_To_Enemy</Conversion_Ability_Changes_To_Enemy>

	<!-- SFX Events -->
		<SFXEvent_Select>Unit_Select_Rebel_Soldier</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rebel_Soldier</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rebel_Soldier</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Rebel_Soldier</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Rebel_Soldier</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Rebel_Soldier</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Rebel_Soldier</SFXEvent_Assist_Attack>

		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>SPREAD_OUT</Type>
			<Mod_Multiplier>SPEED_MULTIPLIER,	0.5f</Mod_Multiplier>
			<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER,	0.6f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Take_Cover_Rebel_Soldier</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Rifle_Grenadier_Converted_To_Enemy">
		<Variant_Of_Existing_Type>Rebel_Rifle_Grenadier</Variant_Of_Existing_Type>
		<SFXEvent_Select>Unit_Select_Rebel_Soldier_Converted</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rebel_Soldier_Converted</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_Rebel_Soldier_Converted</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Rebel_Soldier_Converted</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Rebel_Soldier_Converted</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Rebel_Soldier_Converted</SFXEvent_Assist_Attack>
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>
	</GroundInfantry>

	<GroundInfantry Name="Squad_Rebel_Rifle_Grenadier">
		<Variant_Of_Existing_Type>Rebel_Rifle_Grenadier</Variant_Of_Existing_Type>
		<Select_Box_Scale>0</Select_Box_Scale><!-- 0, otherwise small box will poke through container circle -->
		<LandBehavior>SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR, IDLE, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING</LandBehavior>
		<Space_Layer>None</Space_Layer>
		<Custom_Soft_Footprint_Radius>3.0</Custom_Soft_Footprint_Radius>
		<Max_Rate_Of_Turn>16.0</Max_Rate_Of_Turn>
		<FormationRaggedness>1.6</FormationRaggedness>
		<MaxJiggleDistance>3.5</MaxJiggleDistance>

		<Conversion_Ability_Changes_To_Enemy>Squad_Rebel_Rifle_Grenadier_Converted_To_Enemy</Conversion_Ability_Changes_To_Enemy>
	</GroundInfantry>

	<GroundInfantry Name="Squad_Rebel_Rifle_Grenadier_Converted_To_Enemy">
		<Variant_Of_Existing_Type>Rebel_Rifle_Grenadier</Variant_Of_Existing_Type>
		<SFXEvent_Select>Unit_Select_Rebel_Soldier_Converted</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rebel_Soldier_Converted</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_Rebel_Soldier_Converted</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Rebel_Soldier_Converted</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Rebel_Soldier_Converted</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Rebel_Soldier_Converted</SFXEvent_Assist_Attack>
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Rifle_Grenadier_Force_Whirlwind_Death_Clone">
		<Variant_Of_Existing_Type>Rebel_Rifle_Grenadier</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>FW_DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index/>
		<CategoryMask>None</CategoryMask>
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Rifle_Grenadier_Force_Lightning_Death_Clone">
		<Variant_Of_Existing_Type>Rebel_Rifle_Grenadier</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>FL_DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index/>
		<CategoryMask>None</CategoryMask>
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Rifle_Grenadier_Crush_Death_Clone">
		<Variant_Of_Existing_Type>Rebel_Rifle_Grenadier</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>Crushed</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index/>
		<CategoryMask>None</CategoryMask>
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Rifle_Grenadier_Remote_Bomb_Death_Clone">
		<Variant_Of_Existing_Type>Rebel_Rifle_Grenadier</Variant_Of_Existing_Type>
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Bomb_Death</Death_SFXEvent_Start_Die>
		<CategoryMask>None</CategoryMask>
	</GroundInfantry>

	<!--Used for guarding field commanders in team-->
	<GroundInfantry Name="R_Field_Commander_Guard">
		<Variant_Of_Existing_Type>Rebel_Trooper</Variant_Of_Existing_Type>
		<Text_ID>TEXT_UNIT_COMMANDER_GUARD_R</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_REBELSOLDIER,
			TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
			GALYANA_CLASS_BLANK,
			STAT_R_TROOPERGUARD_HULL,
			STAT_R_TROOPERGUARD_SPEED
		</Encyclopedia_Text>
		<Tactical_Health>60</Tactical_Health>
		<Damage>2</Damage>
		<Projectile_Fire_Recharge_Seconds>0.6</Projectile_Fire_Recharge_Seconds>
		<Score_Cost_Credits>250</Score_Cost_Credits>
		<Create_Team>No</Create_Team>
	</GroundInfantry>

	<GroundInfantry Name="Squad_R_Field_Commander_Guard">
		<Variant_Of_Existing_Type>Squad_Rebel_Trooper</Variant_Of_Existing_Type>
		<Text_ID>TEXT_UNIT_COMMANDER_GUARD_R</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_REBELSOLDIER,
			TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
			GALYANA_CLASS_BLANK,
			STAT_R_TROOPERGUARD_HULL,
			STAT_R_TROOPERGUARD_SPEED
		</Encyclopedia_Text>
		<Select_Box_Scale>0</Select_Box_Scale><!-- 0, otherwise small box will poke through container circle -->
		<Tactical_Health>60</Tactical_Health>
		<Damage>2</Damage>
		<Projectile_Fire_Recharge_Seconds>0.6</Projectile_Fire_Recharge_Seconds>
		<Score_Cost_Credits>250</Score_Cost_Credits>
		<Create_Team>Yes</Create_Team>
	</GroundInfantry>

	<GroundInfantry Name="Plex_Soldier">
	<!-- Encyclopedia Info -->
		<LOD_Bias>99</LOD_Bias>
		<Text_ID>TEXT_UNIT_PLEX_SOLDIER</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_PLEX,
			TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
			GALYANA_CLASS_BLANK,
			STAT_R_PLEX_HULL,
			STAT_R_PLEX_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_PLEX,
			TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
			GALYANA_CLASS_BLANK,
			STAT_R_PLEX_COST,
			STAT_R_PLEX_TIME,
			STAT_R_PLEX_HULL,
			STAT_R_PLEX_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>M1_Repulsor_Tank Canderous_Assault_Tank AT_AT_Walker</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>TIE_Crawler Stormtrooper Underworld_Disruptor_Merc</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>RI_PLEXSOLDIER.ALO</Land_Model_Name>
		<Land_Terrain_Model_Mapping>
			Temperate,	RI_PLEXSOLDIER.ALO,
			Urban,		RI_PLEXSOLDIER.ALO,
			Arctic,		RI_PLEXS_Snow.ALO,
			Volcanic,	RI_PLEXS_Desert.ALO,
			Desert,		RI_PLEXS_Desert.ALO,
			Forest,		RI_PLEXS_Forest.ALO,
			Swamp,		RI_PLEXS_Forest.ALO
		</Land_Terrain_Model_Mapping>
		<Land_Model_Anim_Override_Name>RI_PLEXSOLDIER.ALO</Land_Model_Anim_Override_Name>
		<Icon_Name>i_button_plex_soldier.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

	<!-- GUI Info -->

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>10</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<Select_Box_Scale>15</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Infantry</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>

		<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
		<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>

		<Is_Squashable>Yes</Is_Squashable>

	<!-- Movement Info -->
		<Type>Walk</Type>
		<MovementClass>Infantry</MovementClass>
		<Max_Speed>0.8</Max_Speed>
		<Max_Rate_Of_Turn>20</Max_Rate_Of_Turn>
		<OverrideAcceleration>.05</OverrideAcceleration>
		<OverrideDeceleration>.05</OverrideDeceleration>

		<Rotation_Animation_Speed>20.0</Rotation_Animation_Speed>
		<Movement_Animation_Speed>0.688</Movement_Animation_Speed>
		<Walk_Animation_Speed>.269</Walk_Animation_Speed>
		<Crouch_Animation_Speed>.393</Crouch_Animation_Speed>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>

		<Presence_Induced_Animations>
			Celebrate,
				AT_AT_Walker_Cable_Attack_Death_Clone,
				AT_AT_Walker_Death_Clone_00,
				AT_AT_Walker_Death_Clone_01,
				AT_AT_Walker_Death_Clone_02
		</Presence_Induced_Animations>

		<MinimumPushReturnDistance>10</MinimumPushReturnDistance>

		<FormationOrder>3</FormationOrder>
		<FormationGrouping>Standard</FormationGrouping>
		<FormationSpacing>0.5</FormationSpacing>
		<FormationRaggedness>0.0</FormationRaggedness>
		<WaitsForFormationFormup>False</WaitsForFormationFormup>
		<Formation_Formup_Wait_Style>WaitNone</Formation_Formup_Wait_Style>

		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Infantry</Armor_Type>
		<Tactical_Health>35</Tactical_Health>
		<Sensor_Range>20</Sensor_Range>

	<!-- Damage - Targeting Info -->
		<Damage>1</Damage>
		<AI_Combat_Power>25</AI_Combat_Power>

		<Projectile_Types>Proj_Infantry_Plex_Missile</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>2.5</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 35.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 4.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 2.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>LandHero, 20.0</Targeting_Fire_Inaccuracy>

		<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>240.0</Targeting_Max_Attack_Distance>
		<Targeting_Min_Attack_Distance>60.0</Targeting_Min_Attack_Distance>
		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>Rocket_Infantry_Attack_Priority</Targeting_Priority_Set>

		<Idle_Chase_Range>50.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Stealth_Capable>No</Stealth_Capable>
		<CanCellStack>Yes</CanCellStack>
		<Create_Team>Yes</Create_Team>
		<Deploys>No</Deploys>

		<CategoryMask>Infantry | AntiVehicle | AntiAir</CategoryMask>
		<Space_Layer>Land</Space_Layer>

		<Weather_Category>Infantry</Weather_Category>

		<OccupationStyle>1x1</OccupationStyle>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Tactical_Bribe_Cost>50</Tactical_Bribe_Cost>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE</Behavior>
		<LandBehavior>SURFACE_FX, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING</LandBehavior>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
		<Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield>
		<Property_Flags>Fodder</Property_Flags>

		<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>

		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>0</Death_Persistence_Duration>

		<Death_Clone>Damage_Force_Whirlwind, Plex_Soldier_Force_Whirlwind_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Force_Lightning, Plex_Soldier_Force_Lightning_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Crush, Plex_Soldier_Crush_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_00</Death_Clone>
		<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_01</Death_Clone>
		<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>
		<Death_Clone>Damage_Remote_Bomb, Plex_Soldier_Remote_Bomb_Death_Clone</Death_Clone>

		<Conversion_Ability_Changes_To_Enemy>Plex_Soldier_Converted_To_Enemy</Conversion_Ability_Changes_To_Enemy>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Plex_Soldier_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Plex_Soldier</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Plex_Soldier</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Plex_Soldier</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Plex_Soldier</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Plex_Soldier</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Plex_Soldier</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Plex_Soldier</SFXEvent_Assist_Attack>

		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_2_Death</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>SPREAD_OUT</Type>
			<Mod_Multiplier>SPEED_MULTIPLIER,	0.5f</Mod_Multiplier>
			<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER,	0.6f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Take_Cover_Plex_Soldier</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</GroundInfantry>

	<GroundInfantry Name="Plex_Soldier_Converted_To_Enemy">
		<Variant_Of_Existing_Type>Plex_Soldier</Variant_Of_Existing_Type>
		<SFXEvent_Select>Unit_Select_Rebel_Soldier_Converted</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rebel_Soldier_Converted</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_Rebel_Soldier_Converted</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Rebel_Soldier_Converted</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Rebel_Soldier_Converted</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Rebel_Soldier_Converted</SFXEvent_Assist_Attack>
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>
	</GroundInfantry>

	<GroundInfantry Name="Plex_Soldier_NonVictroy">
		<Variant_Of_Existing_Type>Plex_Soldier</Variant_Of_Existing_Type>
		<Victory_Relevant>No</Victory_Relevant>
	</GroundInfantry>

	<GroundInfantry Name="Squad_Plex_Soldier">
		<Variant_Of_Existing_Type>Plex_Soldier</Variant_Of_Existing_Type>
		<Select_Box_Scale>0</Select_Box_Scale><!-- 0, otherwise small box will poke through container circle -->
		<LandBehavior>SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR, IDLE, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING</LandBehavior>
		<Space_Layer>None</Space_Layer>
		<Custom_Soft_Footprint_Radius>3.0</Custom_Soft_Footprint_Radius>
		<Max_Rate_Of_Turn>16.0</Max_Rate_Of_Turn>
		<FormationRaggedness>1.4</FormationRaggedness>
		<MaxJiggleDistance>3.5</MaxJiggleDistance>

		<Conversion_Ability_Changes_To_Enemy>Squad_Plex_Soldier_Converted_To_Enemy</Conversion_Ability_Changes_To_Enemy>
	</GroundInfantry>

	<GroundInfantry Name="Squad_Plex_Soldier_Converted_To_Enemy">
		<Variant_Of_Existing_Type>Squad_Plex_Soldier</Variant_Of_Existing_Type>
		<SFXEvent_Select>Unit_Select_Rebel_Soldier_Converted</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rebel_Soldier_Converted</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_Rebel_Soldier_Converted</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Rebel_Soldier_Converted</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Rebel_Soldier_Converted</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Rebel_Soldier_Converted</SFXEvent_Assist_Attack>
	</GroundInfantry>

	<GroundInfantry Name="Plex_Soldier_Force_Whirlwind_Death_Clone">
		<Variant_Of_Existing_Type>Plex_Soldier</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>FW_DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index/>
		<CategoryMask>None</CategoryMask>
	</GroundInfantry>

	<GroundInfantry Name="Plex_Soldier_Force_Lightning_Death_Clone">
		<Variant_Of_Existing_Type>Plex_Soldier</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>FL_DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index/>
		<CategoryMask>None</CategoryMask>
	</GroundInfantry>

	<GroundInfantry Name="Plex_Soldier_Crush_Death_Clone">
		<Variant_Of_Existing_Type>Plex_Soldier</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>Crushed</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index/>
		<CategoryMask>None</CategoryMask>
	</GroundInfantry>

	<GroundInfantry Name="Plex_Soldier_Remote_Bomb_Death_Clone">
		<Variant_Of_Existing_Type>Plex_Soldier</Variant_Of_Existing_Type>
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Bomb_Death</Death_SFXEvent_Start_Die>
		<CategoryMask>None</CategoryMask>
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Infiltrator">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_REBEL_INFILTRATOR</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_INFILTRATOR,
			TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
			GALYANA_CLASS_BLANK,
			STAT_R_INFILTRATOR_HULL,
			STAT_R_INFILTRATOR_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_INFILTRATOR,
			TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
			GALYANA_CLASS_BLANK,
			STAT_R_INFILTRATOR_COST,
			STAT_R_INFILTRATOR_TIME,
			STAT_R_INFILTRATOR_HULL,
			STAT_R_INFILTRATOR_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Text> TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_COMMANDO</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Stormtrooper B1_Battledroid Hutt_Elite_Soldier</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>TIE_Crawler Destroyer_Droid Empire_Anti_Infantry_Turret</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>RI_Infiltrator.ALO</Land_Model_Name>
		<Icon_Name>i_button_infiltrator.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

	<!-- GUI Info -->

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>10</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<Select_Box_Scale>27</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Infantry</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>

		<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
		<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>

		<Is_Squashable>Yes</Is_Squashable>

	<!-- Movement Info -->
		<Type>Walk</Type>
		<MovementClass>Infantry</MovementClass>
		<Max_Speed>1.4</Max_Speed>
		<Max_Rate_Of_Turn>20</Max_Rate_Of_Turn>
		<OverrideAcceleration>.1</OverrideAcceleration>
		<OverrideDeceleration>.1</OverrideDeceleration>

		<Rotation_Animation_Speed>8.0</Rotation_Animation_Speed>
		<Movement_Animation_Speed>0.7</Movement_Animation_Speed>

		<MinimumPushReturnDistance>10</MinimumPushReturnDistance>

		<FormationOrder>3</FormationOrder>
		<FormationSpacing>0.5</FormationSpacing>

		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Infantry</Armor_Type>
		<Tactical_Health>175</Tactical_Health>
		<Sensor_Range>20</Sensor_Range>

	<!-- Damage - Targeting Info -->
		<Damage>8</Damage>
		<AI_Combat_Power>70</AI_Combat_Power>

		<Projectile_Types>Proj_Infantry_Sniper_Red</Projectile_Types>
<!--		<Projectile_Damage>40.0</Projectile_Damage>-->
		<Projectile_Fire_Recharge_Seconds>2.5</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 7.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 50.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 7.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>LandHero, 1.0</Targeting_Fire_Inaccuracy>

		<Land_FOW_Reveal_Range>325.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>300.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AvoidAntiInfantryTurrets</Targeting_Priority_Set>

		<Idle_Chase_Range>50.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Stealth_Capable>Yes</Stealth_Capable>
		<CanCellStack>Yes</CanCellStack>
		<Create_Team>No</Create_Team>
		<Deploys>No</Deploys>

		<CategoryMask>Infantry | AntiInfantry | AntiVehicle</CategoryMask>
		<Space_Layer>Land</Space_Layer>

		<Garrison_Category>Infantry</Garrison_Category>
		<Weather_Category>Infantry</Weather_Category>

		<OccupationStyle>1x1</OccupationStyle>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Tactical_Bribe_Cost>100</Tactical_Bribe_Cost>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE</Behavior>
		<LandBehavior>ABILITY_COUNTDOWN, SURFACE_FX, WALK_LOCOMOTOR, TARGETING, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, IDLE, GARRISON_UNIT</LandBehavior>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
		<Surface_Type_Cover_Damage_Shield>.25</Surface_Type_Cover_Damage_Shield>

		<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>

		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>1.0</Death_Persistence_Duration>

		<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_00</Death_Clone>
		<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_01</Death_Clone>
		<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>

		<Conversion_Ability_Changes_To_Enemy>Rebel_Infiltrator_Converted_To_Enemy</Conversion_Ability_Changes_To_Enemy>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Rebel_Infantry_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Rebel_Infiltrator</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rebel_Infiltrator</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rebel_Infiltrator</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Rebel_Infiltrator</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Rebel_Infiltrator</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Rebel_Infiltrator</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Rebel_Infiltrator</SFXEvent_Assist_Attack>

		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_3_Death</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>STICKY_BOMB</Type>
			<Recharge_Seconds>30.0f</Recharge_Seconds>
			<GUI_Activated_Ability_Name>Infiltrator_Grenade_Attack</GUI_Activated_Ability_Name>
			<SFXEvent_Target_Ability>Unit_Attack_02_Rebel_Infiltrator</SFXEvent_Target_Ability>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Grenade_Attack_Ability Name="Infiltrator_Grenade_Attack">
			<Activation_Style>User_Input</Activation_Style> <!--Was Special_Attack-->
			<!--We need to be within this distance of the clicked target to consider throwing the grenade-->
			<Activation_Min_Range>5.0</Activation_Min_Range>
			<Activation_Max_Range>75.0</Activation_Max_Range>
			<Requires_Direct_Player_Command>No</Requires_Direct_Player_Command> <!--Was NO-->
			<Grenade_Type>Proj_Infantry_Sticky_Bomb</Grenade_Type>
			<Grenade_Toss_Anim>BOMBTOSS</Grenade_Toss_Anim>
			<Grenade_Spawn_Frame>12.0</Grenade_Spawn_Frame>
			<Grenade_Spawn_Bone>MuzzleB_00</Grenade_Spawn_Bone>
			<Grenade_Explode_Timer_In_Secs>8.0</Grenade_Explode_Timer_In_Secs>
			<!--Percentage chance to activate given a certain number of valid targets in range.-->
			<!--First number in the pair is the number of valid targets, second is the chance to activate.-->
			<Activation_Chance>0,0.0, 1,1.0, 5,1.0, 500,1.0</Activation_Chance>
			<!--We only consider the following unit types "valid targets":-->
			<Applicable_Unit_Categories>Vehicle | Structure</Applicable_Unit_Categories>
			<!--<Applicable_Unit_Types/>-->
		</Grenade_Attack_Ability>
	</Abilities>
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Infiltrator_Converted_To_Enemy">
		<Variant_Of_Existing_Type>Rebel_Infiltrator</Variant_Of_Existing_Type>
		<SFXEvent_Select>Unit_Select_Rebel_Soldier_Converted</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rebel_Soldier_Converted</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_Rebel_Soldier_Converted</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Rebel_Soldier_Converted</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Rebel_Soldier_Converted</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Rebel_Soldier_Converted</SFXEvent_Assist_Attack>
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_3_Death</Death_SFXEvent_Start_Die>
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Combat_Medic">
	<!-- Encyclopedia Info -->
		<Text_ID>UEAW_UNIT_REBEL_COMBAT_MEDIC</Text_ID>
		<Encyclopedia_Text>
			UEAW_TOOLTIP_REBEL_COMBAT_MEDIC,
			TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
			GALYANA_CLASS_BLANK,
			STAT_R_MEDIC_HULL,
			STAT_R_MEDIC_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			UEAW_TOOLTIP_REBEL_COMBAT_MEDIC,
			TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
			GALYANA_CLASS_BLANK,
			STAT_R_MEDIC_COST,
			STAT_R_MEDIC_TIME,
			STAT_R_MEDIC_HULL,
			STAT_R_MEDIC_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against/>
		<Encyclopedia_Vulnerable_To>Stormtrooper Hutt_Soldier Empire_Anti_Infantry_Turret</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>UEAW_CombatMedic.ALO</Land_Model_Name>
		<Land_Model_Anim_Override_Name>RI_INFANTRY.ALO</Land_Model_Anim_Override_Name><!-- Need This -->
		<Icon_Name>UEAW_BUTTON_COMBAT_MEDIC.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

	<!-- GUI Info -->

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>10</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<Select_Box_Scale>27</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Infantry</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>

		<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
		<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>

		<Is_Squashable>Yes</Is_Squashable>

	<!-- Movement Info -->
		<Type>Walk</Type>
		<MovementClass>Infantry</MovementClass>
		<Max_Speed>1.0</Max_Speed>
		<Max_Rate_Of_Turn>20</Max_Rate_Of_Turn>
		<OverrideAcceleration>.07</OverrideAcceleration>
		<OverrideDeceleration>.07</OverrideDeceleration>

		<Movement_Animation_Speed>0.65</Movement_Animation_Speed>
		<Walk_Animation_Speed>0.35</Walk_Animation_Speed>
		<Crouch_Animation_Speed>0.55</Crouch_Animation_Speed>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>

		<MinimumPushReturnDistance>10</MinimumPushReturnDistance>

		<FormationOrder>3</FormationOrder>
		<FormationSpacing>0.5</FormationSpacing>

		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Infantry</Armor_Type>
		<Tactical_Health>90</Tactical_Health>
		<Sensor_Range>20</Sensor_Range>

	<!-- Damage - Targeting Info -->
		<Damage>1</Damage>
		<AI_Combat_Power>25</AI_Combat_Power>

		<Projectile_Types>Proj_Infantry_Blaster_Red</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>LandHero, 5.0</Targeting_Fire_Inaccuracy>

		<Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AvoidAntiInfantryTurrets</Targeting_Priority_Set>

		<Idle_Chase_Range>50.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Stealth_Capable>No</Stealth_Capable>
		<CanCellStack>Yes</CanCellStack>
		<Create_Team>No</Create_Team>
		<Deploys>No</Deploys>

		<CategoryMask>Infantry</CategoryMask>
		<Space_Layer>Land</Space_Layer>

		<Garrison_Category>Infantry</Garrison_Category>
		<Weather_Category>Infantry</Weather_Category>

		<OccupationStyle>1x1</OccupationStyle>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Tactical_Bribe_Cost>75</Tactical_Bribe_Cost>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE</Behavior>
		<LandBehavior>ABILITY_COUNTDOWN, SURFACE_FX, WALK_LOCOMOTOR, TARGETING, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, IDLE, GARRISON_UNIT</LandBehavior>
		<SurfaceFX_Name>Generic_Footprint, Good_Ground</SurfaceFX_Name>
		<Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield>

		<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>

		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>1.0</Death_Persistence_Duration>

		<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_00</Death_Clone>
		<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_01</Death_Clone>
		<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>

		<Conversion_Ability_Changes_To_Enemy>Rebel_Combat_Medic_Converted_To_Enemy</Conversion_Ability_Changes_To_Enemy>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Rebel_Infantry_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Rebel_Soldier</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rebel_Soldier</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rebel_Soldier</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Rebel_Soldier</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Rebel_Soldier</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Rebel_Soldier</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Rebel_Soldier</SFXEvent_Assist_Attack>

		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>AREA_EFFECT_HEAL</Type>
			<Recharge_Seconds>45.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name/> <!--GUI Command Bar support-->
			<Spawned_Object_Type>Proj_Special_Obiwan_Instant_Heal_Blast</Spawned_Object_Type>
			<SFXEvent_Target_Ability>Unit_Heal_Obi_Wan</SFXEvent_Target_Ability>
		</Unit_Ability>
		<Unit_Ability>
			<Type>SPREAD_OUT</Type>
			<Mod_Multiplier>SPEED_MULTIPLIER,	0.5f</Mod_Multiplier>
			<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER,	0.6f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Take_Cover_Rebel_Soldier</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="Combat_Medic_Healing">
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>80.0</Heal_Range>
			<Heal_Amount>6.0</Heal_Amount>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>No</Single_Target_Heal>
			<Heal_Range_Blob_Material>Healing_Range_Indicator_Highlight</Heal_Range_Blob_Material>
			<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
			<Applicable_Unit_Types>Generic_Field_Commander_Rebel, Squad_Generic_Field_Commander_Rebel, Han_Solo, Chewbacca, Kyle_Katarn, Luke_Skywalker_Jedi, Luke_Skywalker, Obi_Wan_Kenobi, Yoda</Applicable_Unit_Types>
			<SFXEvent_Target_Affected>Unit_Force_Healing_Pulse</SFXEvent_Target_Affected>
			<Target_Particle_Effect>Unit_Healed_Particles</Target_Particle_Effect>
			<Target_Particle_Bone_Name>B_HEAD</Target_Particle_Bone_Name>
			<Target_Light_Effect_Type>Smooth_Pulse</Target_Light_Effect_Type>
			<Target_Light_Effect_Color>1.2, 1.2, 2.0</Target_Light_Effect_Color>
			<Target_Light_Effect_Color2/>
			<Target_Light_Effect_Duration>0.6</Target_Light_Effect_Duration>
			<Target_Light_Effect_Pulse_Count>1</Target_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
	</Abilities>
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Combat_Medic_Converted_To_Enemy">
		<Variant_Of_Existing_Type>Rebel_Trooper</Variant_Of_Existing_Type>
		<SFXEvent_Select>Unit_Select_Rebel_Soldier_Converted</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rebel_Soldier_Converted</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_Rebel_Soldier_Converted</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Rebel_Soldier_Converted</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Rebel_Soldier_Converted</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Rebel_Soldier_Converted</SFXEvent_Assist_Attack>
		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Field_Mechanic">
	<!-- Encyclopedia Info -->
		<LOD_Bias>99</LOD_Bias>
		<Text_ID>Galyana_Unit_Repair_Crew</Text_ID>
		<Encyclopedia_Text>
			Galyana_Unit_Text_Rebel_Repair_Crew,
			TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
			GALYANA_CLASS_BLANK,
			STAT_R_REPAIRCREW_HULL,
			STAT_R_REPAIRCREW_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Unit_Text_Rebel_Repair_Crew,
			TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
			GALYANA_CLASS_BLANK,
			STAT_R_REPAIRCREW_COST,
			STAT_R_REPAIRCREW_TIME,
			STAT_R_REPAIRCREW_HULL,
			STAT_R_REPAIRCREW_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_INFANTRY</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against/>
		<Encyclopedia_Vulnerable_To>Scout_Trooper Underworld_Merc Empire_Anti_Infantry_Turret</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>NI_GMale_Urban_A.ALO</Land_Model_Name>
		<Icon_Name>i_button_gmale_urban.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

	<!-- GUI Info -->
		<GUI_Bracket_Width>5</GUI_Bracket_Width>
		<GUI_Bracket_Height>0</GUI_Bracket_Height>
		<GUI_Bracket_Size>0</GUI_Bracket_Size>

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>10</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<!--<Select_Box_Scale>10</Select_Box_Scale>--><!-- Doesn't require select box -->
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Infantry</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>

		<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
		<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>

		<Is_Squashable>Yes</Is_Squashable>

	<!-- Movement Info -->
		<Type>Walk</Type>
		<MovementClass>Infantry</MovementClass>
		<Max_Speed>1.0</Max_Speed>
		<Max_Rate_Of_Turn>10</Max_Rate_Of_Turn>
		<OverrideAcceleration>.1</OverrideAcceleration>
		<OverrideDeceleration>.1</OverrideDeceleration>

		<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
		<Rotation_Animation_Speed>20.0</Rotation_Animation_Speed>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>

		<MinimumPushReturnDistance>10</MinimumPushReturnDistance>

		<FormationOrder>4</FormationOrder>
		<FormationGrouping>Standard</FormationGrouping>
		<FormationSpacing>0.5</FormationSpacing>
		<FormationRaggedness>0.0</FormationRaggedness>
		<WaitsForFormationFormup>False</WaitsForFormationFormup>

		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Infantry</Armor_Type>
		<Tactical_Health>25</Tactical_Health>
		<Sensor_Range>20</Sensor_Range>

	<!-- Damage - Targeting Info -->
		<Damage>1</Damage>
		<AI_Combat_Power>3</AI_Combat_Power>

		<Projectile_Types>Proj_Infantry_Blaster_Red</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 12.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 12.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 75.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 12.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>LandHero, 12.0</Targeting_Fire_Inaccuracy>

		<Land_FOW_Reveal_Range>150.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>135.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AvoidAntiInfantryTurrets</Targeting_Priority_Set>

		<Idle_Chase_Range>50.0</Idle_Chase_Range>
		<Guard_Chase_Range>50.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>100.0</Attack_Move_Response_Range>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Stealth_Capable>No</Stealth_Capable>
		<CanCellStack>Yes</CanCellStack>
		<Create_Team>Yes</Create_Team>
		<Deploys>No</Deploys>

		<CategoryMask>Infantry</CategoryMask>
		<Space_Layer>None</Space_Layer>

		<Weather_Category>Infantry</Weather_Category>

		<OccupationStyle>1x1</OccupationStyle>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>99</No_Refraction_Below_Detail_Level>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Tactical_Bribe_Cost>60</Tactical_Bribe_Cost>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE</Behavior>
		<LandBehavior>SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR, IDLE, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING</LandBehavior>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
		<Surface_Type_Cover_Damage_Shield>.5</Surface_Type_Cover_Damage_Shield>
		<Property_Flags>Fodder</Property_Flags>

		<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>

		<Is_Combustible>Yes</Is_Combustible>
		<On_Fire_Speed_Modifier>1.2f</On_Fire_Speed_Modifier>
		<Targeting_Allowed_When_Burning>No</Targeting_Allowed_When_Burning>
		<Burning_Damage_Per_Second>0.1</Burning_Damage_Per_Second>

		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>0</Death_Persistence_Duration>

		<Death_Clone>Damage_Force_Whirlwind, Urban_Civ_C_Force_Whirlwind_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Force_Lightning, Urban_Civ_C_Force_Lightning_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_00</Death_Clone>
		<Death_Clone>Damage_Infantry_Disruptor, Infantry_Disruptor_Death_Clone_01</Death_Clone>
		<Death_Clone>Damage_Infection, Infantry_Melt_Death_Clone_00</Death_Clone>

		<Conversion_Ability_Changes_To_Enemy>Rebel_Field_Mechanic_Converted_To_Enemy</Conversion_Ability_Changes_To_Enemy>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Rebel_Infantry_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Civilian</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Civilian</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_Civilian</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Civilian</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Civilian</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Civilian</SFXEvent_Assist_Attack>

		<Death_SFXEvent_Start_Die>Unit_Rebel_Soldier_Death</Death_SFXEvent_Start_Die>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="Rebel_Repair_Crew_Healing">
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>80.0</Heal_Range>
<!--			<Heal_Amount>15.0</Heal_Amount>-->
			<Heal_Percent>0.015</Heal_Percent>
			<Heal_Interval_In_Secs>7.5</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories>Structure | Wall</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types/>
			<SFXEvent_Target_Affected>Unit_Force_Healing_Pulse</SFXEvent_Target_Affected>
			<Target_Particle_Effect>Unit_Healed_Particles</Target_Particle_Effect>
			<Target_Particle_Bone_Name>ROOT</Target_Particle_Bone_Name>
			<Target_Light_Effect_Type>Color_Flash</Target_Light_Effect_Type>
			<Target_Light_Effect_Color>1.2, 2.0, 1.2</Target_Light_Effect_Color>
			<Target_Light_Effect_Duration>0.6</Target_Light_Effect_Duration>
			<Target_Light_Effect_Pulse_Count>1</Target_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
	</Abilities>
	</GroundInfantry>

	<GroundInfantry Name="Rebel_Field_Mechanic_Converted_To_Enemy">
		<Variant_Of_Existing_Type>Rebel_Field_Mechanic</Variant_Of_Existing_Type>
	</GroundInfantry>
</Data>



