<?xml version="1.0" encoding="utf-8"?>
<!--SoaFE: Classic bomber speed was 6.0; firerate 0.2sec-->
<Data>
	<LandBombingUnit Name="TIE_Bomber_Bombing_Run">
		<Text_ID>TEXT_UNIT_TIE_BOMBER</Text_ID>
		<Land_Model_Name>EV_TIEBOMBER.ALO</Land_Model_Name>
		<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
		<Icon_Name>i_button_tie_bomber.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

		<Mass>0.985</Mass>
		<Size_Value>15</Size_Value>
		<Scale_Factor>1.25</Scale_Factor>
		<Select_Box_Scale>43</Select_Box_Scale>
		<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Type>Fly</Type>
		<CategoryMask>Air</CategoryMask>
		<MovementClass>BombingRun</MovementClass>
		<Max_Speed>4.0</Max_Speed>
		<Min_Speed>2.0</Min_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>50</Bank_Turn_Angle>
		<Max_Thrust>0.2</Max_Thrust>
		<Max_Lift>2.0</Max_Lift>

		<Space_Layer>Capital</Space_Layer>
		<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
		<Hover_Offset>100.0</Hover_Offset> <!--250.0-->
		<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
		<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>

		<Damage>25</Damage>
		<AI_Combat_Power>150</AI_Combat_Power>
		<Score_Cost_Credits>370</Score_Cost_Credits>
		<Armor_Type>Armor_Aircraft</Armor_Type>
		<Tactical_Health>150</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>10</Energy_Refresh_Rate>

		<Projectile_Types>TIE_Bomber_Bombing_Run_Bomb</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>0.3</Projectile_Fire_Recharge_Seconds>

		<Fires_Forward>No</Fires_Forward>
		<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>20</Turret_Elevate_Extent_Degrees>

		<Land_FOW_Reveal_Range>0.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
		<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
		<Idle_Chase_Range>145.0</Idle_Chase_Range>
		<Guard_Chase_Range>400.0</Guard_Chase_Range>

		<Deploys>No</Deploys>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>

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

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>20.0, 20.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->

		<Behavior>POWERED</Behavior>
		<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>

		<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>

		<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
		<Death_Explosions>Small_Explosion_Space_Empire</Death_Explosions>
		<Remove_Upon_Death>True</Remove_Upon_Death>

		<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
		<Spin_Away_On_Death_Chance>0.4</Spin_Away_On_Death_Chance>
		<Spin_Away_On_Death_Time>1.0f</Spin_Away_On_Death_Time>
		<Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion>
		<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>

		<SFXEvent_Fire>Unit_TIE_Bomber_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_TIE_Bomber</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_TIE_Bomber</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_TIE_Bomber</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_TIE_Bomber</SFXEvent_Guard>
		<SFXEvent_Ambient_Moving>Unit_TIE_Bomber_Fly_By_Land</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>2</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Bomb_Run_Select_Target>Unit_Select_Tie_Bomber</SFXEvent_Bomb_Run_Select_Target>
		<SFXEvent_Bomb_Run_Incoming>Unit_Bombing_Run_Tie_Bomber</SFXEvent_Bomb_Run_Incoming>
		<Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Death_SFX</Death_SFXEvent_Start_Die>
	</LandBombingUnit>

	<LandBombingUnit Name="Assault_Gunboat_Bombing_Run">
		<Text_ID>UEAW_UNIT_ASSAULT_GUNBOAT</Text_ID>
		<Land_Model_Name>UEAW_Assault_Gunboat.ALO</Land_Model_Name>
		<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
		<Icon_Name>UEAW_BUTTON_ASSAULT_GUNBOAT.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

		<Mass>0.985</Mass>
		<Size_Value>15</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<Select_Box_Scale>43</Select_Box_Scale>
		<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Type>Fly</Type>
		<CategoryMask>Air</CategoryMask>
		<MovementClass>BombingRun</MovementClass>
		<Max_Speed>3.0</Max_Speed>
		<Min_Speed>2.0</Min_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>50</Bank_Turn_Angle>
		<Max_Thrust>0.2</Max_Thrust>
		<Max_Lift>2.0</Max_Lift>

		<Space_Layer>Capital</Space_Layer>
		<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
		<Hover_Offset>100.0</Hover_Offset> <!--250.0-->
		<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
		<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>

		<Damage>25</Damage>
		<AI_Combat_Power>150</AI_Combat_Power>
		<Score_Cost_Credits>400</Score_Cost_Credits>
		<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
		<Shield_Points>100</Shield_Points>
		<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
		<Armor_Type>Armor_Aircraft</Armor_Type>
		<Tactical_Health>200</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>10</Energy_Refresh_Rate>

		<HardPoints>
			Assault_Gunboat_Bombing_Run_Missile_1,
			Assault_Gunboat_Bombing_Run_Missile_2,
			Assault_Gunboat_Bombing_Run_Missile_3
		</HardPoints>

		<Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
		<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
		<Idle_Chase_Range>145.0</Idle_Chase_Range>
		<Guard_Chase_Range>400.0</Guard_Chase_Range>
		<Targeting_Priority_Set>Aircraft_AntiStructure</Targeting_Priority_Set>

		<Deploys>No</Deploys>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>

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

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>20.0, 20.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->

		<Behavior>POWERED, SHIELDED, REVEAL</Behavior>
		<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING</LandBehavior>

		<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>

		<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
		<Death_Explosions>Small_Explosion_Space_Empire</Death_Explosions>
		<Remove_Upon_Death>True</Remove_Upon_Death>

		<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
		<Spin_Away_On_Death_Chance>0.4</Spin_Away_On_Death_Chance>
		<Spin_Away_On_Death_Time>1.0f</Spin_Away_On_Death_Time>
		<Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion>
		<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>

		<SFXEvent_Select>Unit_Select_TIE_Fighter</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_TIE_Fighter</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_TIE_Fighter</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_TIE_Fighter</SFXEvent_Guard>
		<SFXEvent_Ambient_Moving>Unit_TIE_Fighter_Fly_By_Land</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>2</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Bomb_Run_Select_Target>Unit_Select_TIE_Fighter</SFXEvent_Bomb_Run_Select_Target>
		<SFXEvent_Bomb_Run_Incoming>Unit_Attack_TIE_Fighter</SFXEvent_Bomb_Run_Incoming>
		<Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Death_SFX</Death_SFXEvent_Start_Die>
	</LandBombingUnit>

	<LandBombingUnit Name="TIE_Defender_Bombing_Run">
		<Text_ID>TEXT_UNIT_TIE_DEFENDER</Text_ID>
		<Land_Model_Name>EV_TIE_DEFENDER.ALO</Land_Model_Name>
		<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
		<Icon_Name>i_button_EV_TIE_Defender.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

		<Mass>0.985</Mass>
		<Size_Value>15</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<Select_Box_Scale>43</Select_Box_Scale>
		<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Type>Fly</Type>
		<CategoryMask>Air</CategoryMask>
		<MovementClass>BombingRun</MovementClass>
		<Max_Speed>5.0</Max_Speed>
		<Min_Speed>2.0</Min_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>50</Bank_Turn_Angle>
		<Max_Thrust>0.2</Max_Thrust>
		<Max_Lift>2.0</Max_Lift>

		<Space_Layer>Capital</Space_Layer>
		<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
		<Hover_Offset>100.0</Hover_Offset> <!--250.0-->
		<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
		<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>

		<Damage>30</Damage>
		<AI_Combat_Power>150</AI_Combat_Power>
		<Score_Cost_Credits>500</Score_Cost_Credits>
		<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
		<Shield_Points>200</Shield_Points>
		<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
		<Armor_Type>Armor_Aircraft</Armor_Type>
		<Tactical_Health>250</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>10</Energy_Refresh_Rate>

		<Projectile_Types>TIE_Bomber_Bombing_Run_Bomb</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>0.2</Projectile_Fire_Recharge_Seconds>

		<Fires_Forward>No</Fires_Forward>
		<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>20</Turret_Elevate_Extent_Degrees>

		<Land_FOW_Reveal_Range>0.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
		<Targeting_Max_Attack_Distance>600.0</Targeting_Max_Attack_Distance>
		<Idle_Chase_Range>200.0</Idle_Chase_Range>
		<Guard_Chase_Range>500.0</Guard_Chase_Range>

		<Deploys>No</Deploys>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>

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

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>20.0, 20.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->

		<Behavior>POWERED, SHIELDED</Behavior>
		<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>

		<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>

		<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
		<Death_Explosions>Small_Explosion_Space_Empire</Death_Explosions>
		<Remove_Upon_Death>True</Remove_Upon_Death>

		<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
		<Spin_Away_On_Death_Chance>0.4</Spin_Away_On_Death_Chance>
		<Spin_Away_On_Death_Time>1.0f</Spin_Away_On_Death_Time>
		<Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion>
		<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>

		<SFXEvent_Fire>Unit_TIE_Bomber_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Tie_Defender</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Tie_Defender</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_Tie_Defender</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Tie_Defender</SFXEvent_Guard>
		<SFXEvent_Ambient_Moving>Unit_TIE_Bomber_Fly_By_Land</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>2</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Bomb_Run_Select_Target>Unit_Select_Tie_Defender</SFXEvent_Bomb_Run_Select_Target>
		<SFXEvent_Bomb_Run_Incoming>Unit_Bombing_Run_Tie_Defender</SFXEvent_Bomb_Run_Incoming>
		<Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Death_SFX</Death_SFXEvent_Start_Die>
	</LandBombingUnit>

	<LandBombingUnit Name="Y-Wing_Bombing_Run">
		<Text_ID>TEXT_UNIT_Y_WING</Text_ID>
		<Land_Model_Name>rv_ywing.ALO</Land_Model_Name>
		<Icon_Name>i_button_y_wing.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

		<Mass>0.985</Mass>
		<Size_Value>15</Size_Value>
		<Scale_Factor>1.25</Scale_Factor>
		<Select_Box_Scale>43</Select_Box_Scale>
		<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Type>Fly</Type>
		<CategoryMask>Air</CategoryMask>
		<MovementClass>BombingRun</MovementClass>
		<Max_Speed>4.0</Max_Speed>
		<Min_Speed>2.0</Min_Speed>
		<Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>45</Bank_Turn_Angle>
		<Max_Thrust>0.2</Max_Thrust>
		<Max_Lift>3.0</Max_Lift>

		<Space_Layer>Capital</Space_Layer>
		<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
		<Hover_Offset>100.0</Hover_Offset> <!--250.0-->
		<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
		<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>

		<Damage>25</Damage>
		<AI_Combat_Power>150</AI_Combat_Power>
		<Score_Cost_Credits>700</Score_Cost_Credits>
		<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
		<Shield_Points>50</Shield_Points>
		<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
		<Armor_Type>Armor_Aircraft</Armor_Type>
		<Tactical_Health>150</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>10</Energy_Refresh_Rate>

		<!--Note: If switch back to the Y-Wing missile, the missile is incorrectly defined as a BOMB and will not work!-->
		<Projectile_Types>Y_Wing_Bombing_Run_Bomb</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>0.3</Projectile_Fire_Recharge_Seconds>

		<Fires_Forward>Yes</Fires_Forward> <!--This must be YES in order to fire missiles without concern of the firing cone in Calculate_Projectile_Facing()-->
		<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>20</Turret_Elevate_Extent_Degrees>

		<Land_FOW_Reveal_Range>0.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
		<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
		<Idle_Chase_Range>145.0</Idle_Chase_Range>
		<Guard_Chase_Range>400.0</Guard_Chase_Range>

		<Deploys>No</Deploys>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>

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

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>20.0, 20.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->

		<Behavior>POWERED, SHIELDED</Behavior>
		<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>

		<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>

		<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
		<Death_Explosions>Small_Explosion_Space</Death_Explosions>
		<Remove_Upon_Death>True</Remove_Upon_Death>

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

		<SFXEvent_Fire>Unit_Y_Wing_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Y_Wing</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Y_Wing</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_Y_Wing</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Y_Wing</SFXEvent_Guard>
		<SFXEvent_Ambient_Moving>Unit_Y_Wing_Fly_By_Land</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>2</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Bomb_Run_Select_Target>Unit_Select_Y_Wing</SFXEvent_Bomb_Run_Select_Target>
		<SFXEvent_Bomb_Run_Incoming>Unit_Bombing_Run_Y_Wing</SFXEvent_Bomb_Run_Incoming>
		<Death_SFXEvent_Start_Die>Unit_Y_Wing_Death_SFX</Death_SFXEvent_Start_Die>
	</LandBombingUnit>

	<LandBombingUnit Name="B-Wing_Bombing_Run">
		<Text_ID>TEXT_UNIT_B_WING</Text_ID>
		<Land_Model_Name>rv_bwing.ALO</Land_Model_Name>
		<Icon_Name>i_button_RV_BWing.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

		<Mass>0.985</Mass>
		<Size_Value>15</Size_Value>
		<Scale_Factor>1.25</Scale_Factor>
		<Select_Box_Scale>43</Select_Box_Scale>
		<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Type>Fly</Type>
		<CategoryMask>Air</CategoryMask>
		<MovementClass>BombingRun</MovementClass>
		<Max_Speed>4.0</Max_Speed>
		<Min_Speed>2.0</Min_Speed>
		<Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>45</Bank_Turn_Angle>
		<Max_Thrust>0.2</Max_Thrust>
		<Max_Lift>3.0</Max_Lift>

		<Space_Layer>Capital</Space_Layer>
		<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
		<Hover_Offset>120.0</Hover_Offset> <!--250.0-->
		<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
		<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>

		<Damage>30</Damage>
		<AI_Combat_Power>150</AI_Combat_Power>
		<Score_Cost_Credits>750</Score_Cost_Credits>
		<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
		<Shield_Points>150</Shield_Points>
		<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
		<Armor_Type>Armor_Aircraft</Armor_Type>
		<Tactical_Health>250</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>10</Energy_Refresh_Rate>

		<Projectile_Types>Y_Wing_Bombing_Run_Bomb</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>0.2</Projectile_Fire_Recharge_Seconds>

		<Fires_Forward>Yes</Fires_Forward>
		<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>20</Turret_Elevate_Extent_Degrees>

		<Land_FOW_Reveal_Range>0.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
		<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
		<Idle_Chase_Range>145.0</Idle_Chase_Range>
		<Guard_Chase_Range>400.0</Guard_Chase_Range>

		<Deploys>No</Deploys>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>

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

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>20.0, 20.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->

		<Behavior>POWERED, SHIELDED</Behavior>
		<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>

		<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>

		<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
		<Death_Explosions>Small_Explosion_Space</Death_Explosions>
		<Remove_Upon_Death>True</Remove_Upon_Death>

		<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
		<Spin_Away_On_Death_Chance>0.3</Spin_Away_On_Death_Chance>
		<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
		<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
		<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_Y_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>

		<SFXEvent_Fire>Unit_Y_Wing_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_B_Wing</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_B_Wing</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_B_Wing</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_B_Wing</SFXEvent_Guard>
		<SFXEvent_Ambient_Moving>Unit_Y_Wing_Fly_By_Land</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>2</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Bomb_Run_Select_Target>Unit_Select_B_Wing</SFXEvent_Bomb_Run_Select_Target>
		<SFXEvent_Bomb_Run_Incoming>Unit_Attack_B_Wing</SFXEvent_Bomb_Run_Incoming>
		<Death_SFXEvent_Start_Die>Unit_Y_Wing_Death_SFX</Death_SFXEvent_Start_Die>
	</LandBombingUnit>

	<LandBombingUnit Name="Skipray_Bombing_Run">
		<Text_ID>TEXT_UNIT_SKIPRAY</Text_ID>
		<Land_Model_Name>UV_SKIPRAY.ALO</Land_Model_Name>
		<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
		<Icon_Name>i_button_skipray.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>

		<Mass>0.985</Mass>
		<Size_Value>15</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<Select_Box_Scale>43</Select_Box_Scale>
		<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Type>Fly</Type>
		<CategoryMask>Air</CategoryMask>
		<MovementClass>BombingRun</MovementClass>
		<Max_Speed>4.0</Max_Speed>
		<Min_Speed>2.0</Min_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>50</Bank_Turn_Angle>
		<Max_Thrust>0.2</Max_Thrust>
		<Max_Lift>2.0</Max_Lift>

		<Space_Layer>Capital</Space_Layer>
		<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
		<Hover_Offset>100.0</Hover_Offset> <!--250.0-->
		<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
		<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>

		<Damage>25</Damage>
		<AI_Combat_Power>150</AI_Combat_Power>
		<Score_Cost_Credits>450</Score_Cost_Credits>
		<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
		<Shield_Points>100</Shield_Points>
		<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
		<Armor_Type>Armor_Aircraft</Armor_Type>
		<Tactical_Health>200</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>10</Energy_Refresh_Rate>

		<Projectile_Types>Skipray_Bombing_Run_Bomb</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>0.3</Projectile_Fire_Recharge_Seconds>

		<Fires_Forward>No</Fires_Forward>
		<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>20</Turret_Elevate_Extent_Degrees>

		<Land_FOW_Reveal_Range>0.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
		<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
		<Idle_Chase_Range>145.0</Idle_Chase_Range>
		<Guard_Chase_Range>400.0</Guard_Chase_Range>

		<Deploys>No</Deploys>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>

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

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>20.0, 20.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->

		<Behavior>POWERED, SHIELDED</Behavior>
		<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>

		<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>

		<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
		<Death_Explosions>Small_Explosion_Space</Death_Explosions>
		<Remove_Upon_Death>True</Remove_Upon_Death>

		<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
		<Spin_Away_On_Death_Chance>0.4</Spin_Away_On_Death_Chance>
		<Spin_Away_On_Death_Time>1.0f</Spin_Away_On_Death_Time>
		<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
		<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_Y_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>

		<SFXEvent_Fire>Unit_Star_Viper_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Skipray</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Skipray</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_Skipray</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Skipray</SFXEvent_Guard>
		<SFXEvent_Ambient_Moving>Unit_Y_Wing_Fly_By_Land</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>2</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Bomb_Run_Select_Target>Unit_Select_Skipray</SFXEvent_Bomb_Run_Select_Target>
		<SFXEvent_Bomb_Run_Incoming>Unit_Attack_Skipray</SFXEvent_Bomb_Run_Incoming>
		<Death_SFXEvent_Start_Die>Unit_Y_Wing_Death_SFX</Death_SFXEvent_Start_Die>
	</LandBombingUnit>

	<LandBombingUnit Name="Z95_Bomber_Bombing_Run">
		<Text_ID>Galyana_Text_Z95_Bomber</Text_ID>
		<Land_Model_Name>HV_Z100.ALO</Land_Model_Name>
		<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
		<Icon_Name>i_button_z100_Bomber.tga</Icon_Name>
		<Affiliation>Hutts</Affiliation>

		<Mass>0.985</Mass>
		<Size_Value>15</Size_Value>
		<Scale_Factor>1.25</Scale_Factor>
		<Select_Box_Scale>43</Select_Box_Scale>
		<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Type>Fly</Type>
		<CategoryMask>Air</CategoryMask>
		<MovementClass>BombingRun</MovementClass>
		<Max_Speed>4.0</Max_Speed>
		<Min_Speed>2.0</Min_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>50</Bank_Turn_Angle>
		<Max_Thrust>0.2</Max_Thrust>
		<Max_Lift>2.0</Max_Lift>

		<Space_Layer>Capital</Space_Layer>
		<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
		<Hover_Offset>100.0</Hover_Offset> <!--250.0-->
		<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
		<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>

		<Damage>25</Damage>
		<AI_Combat_Power>150</AI_Combat_Power>
		<Score_Cost_Credits>400</Score_Cost_Credits>
		<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
		<Shield_Points>50</Shield_Points>
		<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
		<Armor_Type>Armor_Aircraft</Armor_Type>
		<Tactical_Health>150</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>10</Energy_Refresh_Rate>

		<Projectile_Types>Z95_Bomber_Bombing_Run_Bomb</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>0.3</Projectile_Fire_Recharge_Seconds>

		<Fires_Forward>No</Fires_Forward>
		<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>20</Turret_Elevate_Extent_Degrees>

		<Land_FOW_Reveal_Range>0.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
		<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
		<Idle_Chase_Range>145.0</Idle_Chase_Range>
		<Guard_Chase_Range>400.0</Guard_Chase_Range>

		<Deploys>No</Deploys>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>

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

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>20.0, 20.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->

		<Behavior>POWERED, SHIELDED</Behavior>
		<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>

		<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>

		<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
		<Death_Explosions>Small_Explosion_Space</Death_Explosions>
		<Remove_Upon_Death>True</Remove_Upon_Death>

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

		<SFXEvent_Fire>Unit_X_Wing_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_X_Wing</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_X_Wing</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_X_Wing</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_X_Wing</SFXEvent_Guard>
		<SFXEvent_Ambient_Moving>Unit_X_Wing_Fly_By_Land</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>2</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Bomb_Run_Select_Target>Unit_Select_X_Wing</SFXEvent_Bomb_Run_Select_Target>
		<SFXEvent_Bomb_Run_Incoming>Unit_Attack_X_Wing</SFXEvent_Bomb_Run_Incoming>
		<Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die>
	</LandBombingUnit>

	<!--Used to prevent Solo orbital Aqulamators from crashing the game during land bombing runs-->
	<LandBombingUnit Name="Aqulamator_Bomber_Bombing_Run">
		<Text_ID>Galyana_Unit_Aqulamator</Text_ID>
		<Land_Model_Name>HV_KYNRAAQ.ALO</Land_Model_Name>
		<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
		<Icon_Name>I_BUTTON_KYNRAAQ.tga</Icon_Name>
		<Affiliation>Hutts</Affiliation>

		<Mass>0.985</Mass>
		<Size_Value>15</Size_Value>
		<Scale_Factor>0.3</Scale_Factor>
		<Select_Box_Scale>43</Select_Box_Scale>
		<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Type>Fly</Type>
		<CategoryMask>Air</CategoryMask>
		<MovementClass>BombingRun</MovementClass>
		<Max_Speed>3.0</Max_Speed>
		<Min_Speed>2.0</Min_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>30</Bank_Turn_Angle>
		<Max_Thrust>0.2</Max_Thrust>
		<Max_Lift>2.0</Max_Lift>

		<Space_Layer>Capital</Space_Layer>
		<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
		<Hover_Offset>120.0</Hover_Offset> <!--250.0-->
		<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
		<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>

		<Damage>30</Damage>
		<AI_Combat_Power>150</AI_Combat_Power>
		<Score_Cost_Credits>600</Score_Cost_Credits>
		<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
		<Shield_Points>200</Shield_Points>
		<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
		<Armor_Type>Armor_Aircraft</Armor_Type>
		<Tactical_Health>250</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>10</Energy_Refresh_Rate>

		<Projectile_Types>Z95_Bomber_Bombing_Run_Bomb</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>0.2</Projectile_Fire_Recharge_Seconds>

		<Fires_Forward>Yes</Fires_Forward>
		<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>20</Turret_Elevate_Extent_Degrees>

		<Land_FOW_Reveal_Range>0.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
		<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
		<Idle_Chase_Range>160.0</Idle_Chase_Range>
		<Guard_Chase_Range>420.0</Guard_Chase_Range>

		<Deploys>No</Deploys>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>

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

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>20.0, 20.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->

		<Behavior>POWERED, SHIELDED</Behavior>
		<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>

		<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>

		<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
		<Death_Explosions>Small_Explosion_Space_Empire</Death_Explosions>
		<Remove_Upon_Death>True</Remove_Upon_Death>

		<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
		<Spin_Away_On_Death_Chance>0.3</Spin_Away_On_Death_Chance>
		<Spin_Away_On_Death_Time>1.5f</Spin_Away_On_Death_Time>
		<Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion>
		<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_X_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>

		<SFXEvent_Fire>Unit_X_Wing_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Pirate_Fighter</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Pirate_Fighter</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_Pirate_Fighter</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Pirate_Fighter</SFXEvent_Guard>
		<SFXEvent_Ambient_Moving>Unit_X_Wing_Fly_By_Land</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>2</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Bomb_Run_Select_Target>Unit_Select_Pirate_Fighter</SFXEvent_Bomb_Run_Select_Target>
		<SFXEvent_Bomb_Run_Incoming>Unit_Attack_Pirate_Fighter</SFXEvent_Bomb_Run_Incoming>
		<Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die>
	</LandBombingUnit>

	<LandBombingUnit Name="Prowler_A_Bombing_Run">
		<Text_ID>Galyana_Text_Prowler_A</Text_ID>
		<Land_Model_Name>Prowler_A.ALO</Land_Model_Name>
		<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>
		<Icon_Name>I_BUTTON_PROWLER-A.tga</Icon_Name>
		<Affiliation>Underworld, Pirates</Affiliation>

		<Mass>0.985</Mass>
		<Size_Value>15</Size_Value>
		<Scale_Factor>1.25</Scale_Factor>
		<Select_Box_Scale>43</Select_Box_Scale>
		<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Type>Fly</Type>
		<CategoryMask>Air</CategoryMask>
		<MovementClass>BombingRun</MovementClass>
		<Max_Speed>4.0</Max_Speed>
		<Min_Speed>2.0</Min_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>10.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>40</Bank_Turn_Angle>
		<Max_Thrust>0.2</Max_Thrust>
		<Max_Lift>2.0</Max_Lift>

		<Space_Layer>Capital</Space_Layer>
		<Layer_Z_Adjust>100.0</Layer_Z_Adjust>
		<Hover_Offset>100.0</Hover_Offset> <!--250.0-->
		<Prepare_Strafe_Height>250.0</Prepare_Strafe_Height>
		<MaxFacingLookAheadFrames>30.0</MaxFacingLookAheadFrames>

		<Damage>25</Damage>
		<AI_Combat_Power>150</AI_Combat_Power>
		<Score_Cost_Credits>450</Score_Cost_Credits>
		<Armor_Type>Armor_Aircraft</Armor_Type>
		<Tactical_Health>300</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>10</Energy_Refresh_Rate>

		<Projectile_Types>Skipray_Bombing_Run_Bomb</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>0.3</Projectile_Fire_Recharge_Seconds>

		<Fires_Forward>No</Fires_Forward>
		<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>20</Turret_Elevate_Extent_Degrees>

		<Land_FOW_Reveal_Range>0.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
		<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
		<Idle_Chase_Range>145.0</Idle_Chase_Range>
		<Guard_Chase_Range>400.0</Guard_Chase_Range>

		<Deploys>No</Deploys>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>

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

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>20.0, 20.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name/> <!--Generic_Shadow-->

		<Behavior>POWERED</Behavior>
		<LandBehavior>LANDBOMBER_LOCOMOTOR, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON</LandBehavior>

		<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>

		<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
		<Death_Explosions>Small_Explosion_Space</Death_Explosions>
		<Remove_Upon_Death>True</Remove_Upon_Death>

		<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
		<Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
		<Spin_Away_On_Death_Time>1.5f</Spin_Away_On_Death_Time>
		<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
		<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_X_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>

		<SFXEvent_Fire>Unit_Pirate_Ship_Laser_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Pirate_Fighter</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Pirate_Fighter</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_Pirate_Fighter</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Pirate_Fighter</SFXEvent_Guard>
		<SFXEvent_Ambient_Moving>Unit_Slave1_Fly_By</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>2</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Bomb_Run_Select_Target>Unit_Select_Pirate_Fighter</SFXEvent_Bomb_Run_Select_Target>
		<SFXEvent_Bomb_Run_Incoming>Unit_Attack_Pirate_Fighter</SFXEvent_Bomb_Run_Incoming>
		<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
	</LandBombingUnit>
</Data>





