<?xml version="1.0" encoding="utf-8"?>
<Data>
	<SpaceUnit Name="Crusader_Gunship">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_CRUSADER_GUNSHIP</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_CRUSADER_GUNSHIP,
			GALYANA_CLASS_BLANK,
			STAT_U_CRUSADER_SHIELD,
			STAT_U_CRUSADER_HULL,
			STAT_U_CRUSADER_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_CRUSADER_GUNSHIP,
			GALYANA_CLASS_BLANK,
			STAT_U_CRUSADER_COST,
			STAT_U_CRUSADER_TIME,
			STAT_U_CRUSADER_SHIELD,
			STAT_U_CRUSADER_HULL,
			STAT_U_CRUSADER_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CORVETTE</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>X-wing TIE_Fighter V-Wing_Fighter</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Alliance_Assault_Frigate Victory_Destroyer Hutt_Pirate_Frigate</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>UV_CrusaderClassCorvette.ALO</Space_Model_Name>
		<Icon_Name>i_button_Crusader.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>
		<Population_Value>3</Population_Value>
		<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>

	<!-- GUI Info -->
		<GUI_Row>1</GUI_Row>

	<!-- Scale - Collision Info -->
		<Mass>0.9995</Mass>
		<Size_Value>120</Size_Value>
		<Scale_Factor>0.56</Scale_Factor>
		<Select_Box_Scale>260</Select_Box_Scale>
		<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>3.2</Max_Speed>
		<Max_Rate_Of_Turn>1.6</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.8</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>15</Bank_Turn_Angle>
		<Max_Thrust>0.8</Max_Thrust>
		<OverrideAcceleration>.065</OverrideAcceleration>
		<OverrideDeceleration>.065</OverrideDeceleration>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
		<Shield_Points>800</Shield_Points>
		<Shield_Refresh_Rate>12</Shield_Refresh_Rate>
		<Armor_Type>Armor_Corvette</Armor_Type> <!--Armor_Corvette_Heavy-->
		<Tactical_Health>800</Tactical_Health>
		<Energy_Capacity>1500</Energy_Capacity>
		<Energy_Refresh_Rate>150</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>20</Damage>
		<AI_Combat_Power>1300</AI_Combat_Power>

		<HardPoints>
			HP_Crusader_Gunship_00,
			HP_Crusader_Gunship_01,
			HP_Crusader_Gunship_02,
			HP_Crusader_Gunship_03,
			HP_Crusader_Gunship_04,
			HP_Crusader_Gunship_05,
			HP_Crusader_Gunship_06,
			HP_Crusader_Gunship_07,
			HP_Crusader_Gunship_08,
			HP_Crusader_Gunship_09,
			HP_Crusader_Gunship_10,
			HP_Crusader_Gunship_11
		</HardPoints>

		<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Corvette</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

		<FormationPriority>3</FormationPriority>
		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>400.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>

		<CategoryMask>Corvette | AntiFighter | AntiBomber</CategoryMask>
		<Ranking_In_Category>7</Ranking_In_Category>
		<Ship_Class>Corvette</Ship_Class>
		<Space_Layer>Corvette</Space_Layer>
		<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

	<!-- Galactic Info -->
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Build_Cost_Credits>1400</Build_Cost_Credits>
		<Build_Time_Seconds>11</Build_Time_Seconds>

		<Tech_Level>0</Tech_Level>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>2</Required_Star_Base_Level>

		<Cheap_Bribe_Cost>60</Cheap_Bribe_Cost>
		<Expensive_Bribe_Cost>120</Expensive_Bribe_Cost>
<!--		<Tactical_Bribe_Cost>625</Tactical_Bribe_Cost>-->
		<Score_Cost_Credits>1300</Score_Cost_Credits>
		<Maintenance_Cost>0.05</Maintenance_Cost>

		<Political_Control>0</Political_Control>
		<Squadron_Capacity>0</Squadron_Capacity>

	<!-- Behavior - Death Info -->
		<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
		<SpaceBehavior>ABILITY_COUNTDOWN, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
		<Lua_Script>ObjectScript_PointDefense</Lua_Script>

		<Death_Clone>Damage_Normal, Crusader_Gunship_Death_Clone</Death_Clone>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Crusader</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_Crusader</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Crusader</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Crusader</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Crusader</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Crusader</SFXEvent_Guard>
		<SFXEvent_Barrage>Unit_Barrage_Crusader</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Crusader</SFXEvent_Move_Into_Nebula>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
		
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Engine_Idle_Loop>Unit_Tartan_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Tartan_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Tartan_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<SFXEvent_Ambient_Loop>Unit_Carrack_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>LASER_DEFENSE</Type>
			<Recharge_Seconds>60.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name>Crusader_Laser_Defense</GUI_Activated_Ability_Name>
			<Effective_Radius>500.0</Effective_Radius>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Laser_Defense_On_Crusader</SFXEvent_GUI_Unit_Ability_Activated> <!--(by pressing the activate button)-->
			<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Laser_Defense_Off_Crusader</SFXEvent_GUI_Unit_Ability_Deactivated> <!--(by pressing deactivate)-->
			<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Laser_Defense_Ability Name="Crusader_Laser_Defense">
			<Activation_Style>User_Input</Activation_Style>
			<Defense_Duration_In_Secs>30.0</Defense_Duration_In_Secs>
			<Laser_Color>34, 34, 235, 255</Laser_Color>
			<Bone_Names>muzzleB_00</Bone_Names>
			<Projectile_Types_Targeted>MISSILE, ROCKET, MPTL_ROCKET</Projectile_Types_Targeted>
			<Protection_Radius>500.0</Protection_Radius>
			<Laser_Beam_Frames>2</Laser_Beam_Frames>
			<Laser_Beam_Width>4</Laser_Beam_Width>
			<Projectile_Dist_Travelled>100</Projectile_Dist_Travelled>
			<Lightning_Effect_Name>Force_Lightning</Lightning_Effect_Name>
			<Laser_Beam_Texture>tractor_beam00.tga</Laser_Beam_Texture>
			<Recharge_Time_In_Secs>.50</Recharge_Time_In_Secs>
			<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
			<Zap_SFXEvent>Unit_Point_Laser_Fire</Zap_SFXEvent>
		</Laser_Defense_Ability>
	</Abilities>
	<Abilities SubObjectList="Yes">
		<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L1">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<!--Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage.-->
			<Redirect_Chance>0.10</Redirect_Chance>
			<Block_Chance>0.17</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<!--We can block/redirect shots from the following units types:-->
			<Applicable_Unit_Categories>Fighter | Bomber | Transport | Corvette | Frigate | Capital | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.10</Redirect_Chance>
			<Block_Chance>0.17</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Fighter | Bomber | Transport | Corvette | Frigate | Capital | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L3">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.10</Redirect_Chance>
			<Block_Chance>0.17</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Fighter | Bomber | Transport | Corvette | Frigate | Capital | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>1600</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>12</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	</SpaceUnit>

	<SpaceUnit Name="Crusader_Gunship_Death_Clone">
		<Text_ID>TEXT_UNIT_CRUSADER_GUNSHIP</Text_ID>
		<Space_Model_Name>UV_CrusaderClassCorvette_DC.alo</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Scale_Factor>0.56</Scale_Factor>
		<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
		<Max_Speed>0.25</Max_Speed>
		<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
		<Max_Thrust>0.05</Max_Thrust>
		<Max_Rate_Of_Roll>0.02</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>5</Bank_Turn_Angle>
		<Affiliation>Underworld</Affiliation>
		<Ship_Class>corvette</Ship_Class>
		<Remove_Upon_Death>true</Remove_Upon_Death>
	</SpaceUnit>

	<SpaceUnit Name="Corellian_Corvette_Underworld">
		<Variant_Of_Existing_Type>Corellian_Corvette</Variant_Of_Existing_Type>
		<Affiliation>Underworld</Affiliation>
		<Build_Cost_Credits>1500</Build_Cost_Credits>
		<Build_Time_Seconds>15</Build_Time_Seconds>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Required_Star_Base_Level>2</Required_Star_Base_Level>
		<Tech_Level>0</Tech_Level>
	</SpaceUnit>

	<SpaceUnit Name="Tartan_Underworld">
		<Variant_Of_Existing_Type>Tartan_Patrol_Cruiser</Variant_Of_Existing_Type>
		<Affiliation>Underworld</Affiliation>
		<Build_Cost_Credits>1500</Build_Cost_Credits>
		<Build_Time_Seconds>15</Build_Time_Seconds>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Required_Star_Base_Level>2</Required_Star_Base_Level>
		<Tech_Level>0</Tech_Level>
	</SpaceUnit>

	<SpaceUnit Name="ShadowClaw_Underworld">
		<Variant_Of_Existing_Type>ShadowClaw_Corvette</Variant_Of_Existing_Type>
		<Affiliation>Underworld</Affiliation>
		<Build_Cost_Credits>1500</Build_Cost_Credits>
		<Build_Time_Seconds>15</Build_Time_Seconds>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Required_Star_Base_Level>2</Required_Star_Base_Level>
		<Tech_Level>0</Tech_Level>
	</SpaceUnit>

	<SpaceUnit Name="Marauder_Underworld">
		<Variant_Of_Existing_Type>Marauder_Missile_Cruiser</Variant_Of_Existing_Type>
		<Affiliation>Underworld</Affiliation>
		<Build_Cost_Credits>2000</Build_Cost_Credits>
		<Build_Time_Seconds>15</Build_Time_Seconds>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Required_Star_Base_Level>2</Required_Star_Base_Level>
		<Tech_Level>0</Tech_Level>
	</SpaceUnit>

	<SpaceUnit Name="Broadside_Underworld">
		<Variant_Of_Existing_Type>Broadside_Class_Cruiser</Variant_Of_Existing_Type>
		<Affiliation>Underworld</Affiliation>
		<Build_Cost_Credits>2000</Build_Cost_Credits>
		<Build_Time_Seconds>15</Build_Time_Seconds>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Required_Star_Base_Level>2</Required_Star_Base_Level>
		<Tech_Level>0</Tech_Level>
	</SpaceUnit>

	<SpaceUnit Name="Pinance_Heavy_Corvette">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Unit_Pinance</Text_ID>
		<Encyclopedia_Text>
			Galyana_Unit_Text_Pinance,
			GALYANA_CLASS_BLANK,
			STAT_U_PINANCE_SHIELD,
			STAT_U_PINANCE_HULL,
			STAT_U_PINANCE_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Unit_Text_Pinance,
			GALYANA_CLASS_BLANK,
			STAT_U_PINANCE_COST,
			STAT_U_PINANCE_TIME,
			STAT_U_PINANCE_SHIELD,
			STAT_U_PINANCE_HULL,
			STAT_U_PINANCE_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CORVETTE</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Acclamator_Assault_Ship Ultor_Beam_Cruiser IPV1_System_Patrol_Craft</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Executor_Frigate Victory_Destroyer Alliance_Assault_Frigate</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>UV_Pinance.ALO</Space_Model_Name>
		<Icon_Name>i_button_pinnace.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>
		<Population_Value>3</Population_Value>
		<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>

	<!-- GUI Info -->
		<GUI_Row>1</GUI_Row>

	<!-- Scale - Collision Info -->
		<Mass>0.995</Mass>
		<Size_Value>120</Size_Value>
		<Scale_Factor>0.5</Scale_Factor>
		<Select_Box_Scale>550</Select_Box_Scale>
		<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>2.5</Max_Speed>
		<Min_Speed>2.0</Min_Speed>
		<Max_Rate_Of_Turn>1.5</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>15</Bank_Turn_Angle>
		<Max_Thrust>0.5</Max_Thrust>
		<OverrideAcceleration>.05</OverrideAcceleration>
		<OverrideDeceleration>.05</OverrideDeceleration>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
		<Shield_Points>1000</Shield_Points>
		<Shield_Refresh_Rate>40</Shield_Refresh_Rate>
		<Armor_Type>Armor_Pinance</Armor_Type>
		<Tactical_Health>1600</Tactical_Health>
		<Energy_Capacity>1500</Energy_Capacity>
		<Energy_Refresh_Rate>300</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>25</Damage>
		<AI_Combat_Power>1800</AI_Combat_Power>

		<HardPoints>
			HP_Pinance_01,
			HP_Pinance_02,
			HP_Pinance_03,
			HP_Pinance_04,
			HP_Pinance_05,
			HP_Pinance_06,
			HP_Pinance_07,
			HP_Pinance_08
		</HardPoints>

		<Space_FOW_Reveal_Range>1150.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>900.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Corvette</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

		<FormationPriority>3</FormationPriority>
		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>400.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>

		<CategoryMask>Corvette | AntiCorvette</CategoryMask>
		<Ranking_In_Category>7</Ranking_In_Category>
		<Ship_Class>Corvette</Ship_Class>
		<Space_Layer>Corvette</Space_Layer>
		<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

	<!-- Galactic Info -->
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Build_Cost_Credits>2000</Build_Cost_Credits>
		<Build_Time_Seconds>19</Build_Time_Seconds>

		<Tech_Level>0</Tech_Level>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>2</Required_Star_Base_Level>
		<Required_Planets>Geonosis</Required_Planets>

		<Cheap_Bribe_Cost>70</Cheap_Bribe_Cost>
		<Expensive_Bribe_Cost>140</Expensive_Bribe_Cost>
<!--		<Tactical_Bribe_Cost>750</Tactical_Bribe_Cost>-->
		<Score_Cost_Credits>1800</Score_Cost_Credits>
		<Maintenance_Cost>0.05</Maintenance_Cost>

		<Political_Control>0</Political_Control>
		<Squadron_Capacity>0</Squadron_Capacity>

	<!-- Behavior - Death Info -->
		<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
		<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>

		<Death_Clone>Damage_Normal, Pinance_Death_Clone</Death_Clone>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Marauder_Cruiser</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_Marauder_Cruiser</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Marauder_Cruiser</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Marauder_Cruiser</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Marauder_Cruiser</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Marauder_Cruiser</SFXEvent_Guard>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Marauder_Cruiser</SFXEvent_Move_Into_Nebula>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Marauder_Cruiser</SFXEvent_Attack_Hardpoint>
		
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Engine_Idle_Loop>Unit_Gunboat_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Gunboat_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gunboat_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<SFXEvent_Ambient_Loop>Unit_Corvette_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>

	<Abilities SubObjectList="Yes">
		<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L1">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<!--Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage.-->
			<Redirect_Chance>0.10</Redirect_Chance>
			<Block_Chance>0.17</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<!--We can block/redirect shots from the following units types:-->
			<Applicable_Unit_Categories>Fighter | Bomber | Transport | Corvette | Frigate | Capital | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L2">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.10</Redirect_Chance>
			<Block_Chance>0.17</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees> 30.0 </Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Fighter | Bomber | Transport | Corvette | Frigate | Capital | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L3">
			<Initially_Enabled>No</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.10</Redirect_Chance>
			<Block_Chance>0.17</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>30.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Fighter | Bomber | Transport | Corvette | Frigate | Capital | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>1800</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>19</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	</SpaceUnit>

	<SpaceUnit Name="Pinance_Death_Clone">
		<Text_ID>Galyana_Unit_Pinance</Text_ID>
		<Space_Model_Name>UV_Pinance_D.alo</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Scale_Factor>0.5</Scale_Factor>
		<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
		<Max_Speed>0.25</Max_Speed>
		<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
		<Max_Thrust>0.05</Max_Thrust>
		<Max_Rate_Of_Roll>0.02</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>5</Bank_Turn_Angle>
		<Affiliation>Underworld</Affiliation>
		<Ship_Class>Corvette</Ship_Class>
		<Remove_Upon_Death>True</Remove_Upon_Death>
	</SpaceUnit>
</Data>
