<?xml version="1.0" encoding="utf-8"?>
<Data>
<!-- Fighters -->
	<SpaceUnit Name="Buzz_Droids_Mirage_Mk2"> <!-- Repair_Nanites_Mirage_Mk2-->
		<Variant_Of_Existing_Type>Empire_Nanite_Field</Variant_Of_Existing_Type>
		<Affiliation>Hutts</Affiliation>
		<Tactical_Health>20</Tactical_Health>
		
	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="Mirage_Repair_Nanite_Healing">
			<Activation_Style>Space_Automatic</Activation_Style>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types>Mirage_MK2</Applicable_Unit_Types>
			<Excluded_Unit_Types/>
			<Heal_Range>300.0</Heal_Range>
			<Heal_Percent>0</Heal_Percent>
			<Heal_Amount>1.0</Heal_Amount>
			<Heal_Interval_In_Secs>0.3333</Heal_Interval_In_Secs> <!-- 10 frames -->
			<Single_Target_Heal>No</Single_Target_Heal>
			<Blob_Color>255, 0, 0, 255</Blob_Color>
			<Heal_Range_Blob_Material>Generic_Range_Indicator_Highlight</Heal_Range_Blob_Material>
		</Force_Healing_Ability>
	</Abilities>
	</SpaceUnit>

	<SpaceUnit Name="Hutt_V-wing_Fighter">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_VWING_FIGHTER</Text_ID>
		<Encyclopedia_Text>
			Galyana_Tooltext_Hutt_VWing,
			GALYANA_CLASS_BLANK,
			STAT_H_VWING_SHIELD,
			STAT_H_VWING_HULL,
			STAT_H_VWING_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Tooltext_Hutt_VWing,
			GALYANA_CLASS_BLANK,
			STAT_H_VWING_COST,
			STAT_H_VWING_TIME,
			STAT_H_VWING_SHIELD,
			STAT_H_VWING_HULL,
			STAT_H_VWING_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>TIE_Bomber Z-95_Headhunter_Rebel Skipray_Blastboat</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Corellian_Corvette Crusader_Gunship Tartan_Patrol_Cruiser</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>NV_VWING.ALO</Space_Model_Name>
		<Icon_Name>i_button_V_Wing.tga</Icon_Name>
		<Affiliation>Hutts</Affiliation>
		<Population_Value>0</Population_Value>

	<!-- Scale - Collision Info -->
		<Mass>0.995</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.6</Scale_Factor>
		<Select_Box_Scale>70</Select_Box_Scale>
		<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collision_Box_Modifier>1.5</Collision_Box_Modifier>
		<Custom_Footprint_Radius>7.0</Custom_Footprint_Radius>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>4.8</Max_Speed>
		<Min_Speed>2.5</Min_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>4.5</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>30</Bank_Turn_Angle>
		<Max_Thrust>1.0</Max_Thrust>
		<Max_Lift>2</Max_Lift>
		<Begin_Turn_Towards_Distance>300.0</Begin_Turn_Towards_Distance>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
		<Shield_Points>30</Shield_Points>
		<Shield_Refresh_Rate>3</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter</Armor_Type>
		<Tactical_Health>50</Tactical_Health>
		<Energy_Capacity>300</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
		<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>

	<!-- Damage - Targeting Info -->
		<Damage>4</Damage>
		<AI_Combat_Power>50</AI_Combat_Power>
		<Projectile_Types>Proj_Beam_Cannon_Light</Projectile_Types>
		<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.0</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>2</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Corvette, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>

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

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

	<!-- Formation Info -->
		<Formation_Priority>1</Formation_Priority>
		<FormationOrder>2</FormationOrder>
		<Minimum_Follow_Distance>25.0</Minimum_Follow_Distance>
		<Strafe_Distance>500.0</Strafe_Distance>

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

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

		<Squadron_Capacity>0</Squadron_Capacity>
		<Maintenance_Cost>0.1</Maintenance_Cost>

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

		<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Explosions>Small_Explosion_Space</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_X_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Beam_Cannon_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_V_Wing</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_V_Wing</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_V_Wing</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_V_Wing</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_V_Wing</SFXEvent_Guard>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_V_Wing</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_V_Wing</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Enemy_Damaged_Health_Low_Warning>Unit_Enemy_Health_Low_V_Wing</SFXEvent_Enemy_Damaged_Health_Low_Warning>
		<SFXEvent_Enemy_Damaged_Health_Critical_Warning>Unit_Enemy_Health_Critical_V_Wing</SFXEvent_Enemy_Damaged_Health_Critical_Warning>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_V_Wing</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Ambient_Moving>Unit_X_Wing_Fly_By</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>

		<Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>ION_CANNON_SHOT</Type>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</SpaceUnit>

	<SpaceUnit Name="Pirate_Fighter_H">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Unit_Rihkxyrk_Beam_Fighter</Text_ID>
		<Encyclopedia_Text>
			Galyana_Tooltext_Pirate_Fighter,
			GALYANA_CLASS_BLANK,
			STAT_H_PIRATEFIGHTER_SHIELD,
			STAT_H_PIRATEFIGHTER_HULL,
			STAT_H_PIRATEFIGHTER_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Tooltext_Pirate_Fighter,
			GALYANA_CLASS_BLANK,
			STAT_H_PIRATEFIGHTER_COST,
			STAT_H_PIRATEFIGHTER_TIME,
			STAT_H_PIRATEFIGHTER_SHIELD,
			STAT_H_PIRATEFIGHTER_HULL,
			STAT_H_PIRATEFIGHTER_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>X-Wing Starviper_Fighter TIE_Interceptor</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Crusader_Gunship Tartan_Patrol_Cruiser UEAW_TIE_Advanced</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>NV_black_sun_fighter.ALO</Space_Model_Name>
		<Icon_Name>i_button_black_sun_fighter.tga</Icon_Name>
		<Affiliation>Hutts</Affiliation>
		<Population_Value>0</Population_Value>

	<!-- Scale - Collision Info -->
		<Mass>0.98</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>1.0</Scale_Factor>
		<Select_Box_Scale>42</Select_Box_Scale>
		<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collision_Box_Modifier>1.5</Collision_Box_Modifier>
		<Custom_Footprint_Radius>7.0</Custom_Footprint_Radius>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>4.0</Max_Speed>
		<Min_Speed>2.0</Min_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>40</Bank_Turn_Angle>
		<Max_Thrust>1.0</Max_Thrust>
		<Max_Lift>4</Max_Lift>
		<Begin_Turn_Towards_Distance>800.0</Begin_Turn_Towards_Distance>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
		<Shield_Points>50</Shield_Points>
		<Shield_Refresh_Rate>4</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter</Armor_Type>
		<Tactical_Health>110</Tactical_Health>
		<Energy_Capacity>400</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
		<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>

	<!-- Damage - Targeting Info -->
		<Damage>4</Damage>
		<AI_Combat_Power>60</AI_Combat_Power>
		<Projectile_Types>Proj_Beam_Cannon_Light</Projectile_Types>
		<Projectile_Damage>8.0</Projectile_Damage>
		<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.0</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy>Fighter, 3.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Bomber, 2.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Transport, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Corvette, 15.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 15.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 15.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 15.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>

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

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

	<!-- Formation Info -->
		<Formation_Priority>1</Formation_Priority>
		<FormationOrder>2</FormationOrder>
		<Minimum_Follow_Distance>25.0</Minimum_Follow_Distance>
		<Strafe_Distance>500.0</Strafe_Distance>

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

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

		<Squadron_Capacity>0</Squadron_Capacity>
		<Maintenance_Cost>0.1</Maintenance_Cost>

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

		<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Explosions>Small_Explosion_Space</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_X_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Beam_Cannon_Fire</SFXEvent_Fire>
		<SFXEvent_Ambient_Moving>Unit_X_Wing_Fly_By</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_X_Wing_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

		<SFXEvent_Select>Unit_Select_Pirate_Fighter</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Pirate_Fighter</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Pirate_Fighter</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Pirate_Fighter</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Pirate_Fighter</SFXEvent_Guard>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Pirate_Fighter</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Pirate_Fighter</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Pirate_Fighter</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Pirate_Fighter</SFXEvent_Health_Critical_Warning>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>

		<Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>LURE</Type>
			<Expiration_Seconds>10</Expiration_Seconds>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,		0.75f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,		1.25f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.75f</Mod_Multiplier>
<!--			<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER,			0.75f</Mod_Multiplier>-->
			<Mod_Multiplier>SPEED_MULTIPLIER,			1.25f</Mod_Multiplier>
			<Recharge_Seconds>60</Recharge_Seconds>
			<Is_Pulsing>Yes</Is_Pulsing>
			<Pulse_Frequency_Secs>10.0</Pulse_Frequency_Secs>
			<Max_Number_Of_Pulses>1</Max_Number_Of_Pulses>
			<Particle_Effect>Systems_Boost_Particle_Strike</Particle_Effect>
			<Alternate_Name_Text>Galyana_Ability_System_Boost</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_System_Boost_Text</Alternate_Description_Text>
			<Alternate_Icon_Name>I_SA_ELECTRONIC_SCRAMBLE.TGA</Alternate_Icon_Name>
			<SFXEvent_GUI_Unit_Ability_Activated>GUI_Toggle_SystemBoost_On</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated>GUI_Toggle_SystemBoost_Off</SFXEvent_GUI_Unit_Ability_Deactivated>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</SpaceUnit>

	<SpaceUnit Name="Pirate_Fighter_H_TechTree">
		<Variant_of_Existing_Type>Pirate_Fighter_H</Variant_of_Existing_Type>
	</SpaceUnit>

	<SpaceUnit Name="Mirage_MK2"> <!--Originally Hutt_Starviper-->
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Unit_Mirage</Text_ID>
		<Encyclopedia_Text>
			Galyana_Unit_Text_Mirage,
			GALYANA_CLASS_BLANK,
			STAT_H_MIRAGEMK2_SHIELD,
			STAT_H_MIRAGEMK2_HULL,
			STAT_H_MIRAGEMK2_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Unit_Text_Mirage,
			GALYANA_CLASS_BLANK,
			STAT_H_MIRAGEMK2_COST,
			STAT_H_MIRAGEMK2_TIME,
			STAT_H_MIRAGEMK2_SHIELD,
			STAT_H_MIRAGEMK2_HULL,
			STAT_H_MIRAGEMK2_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>TIE_Interceptor X-wing Starviper_Fighter</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Corellian_Corvette Tartan_Patrol_Cruiser Crusader_Gunship</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>Rev_delta7.ALO</Space_Model_Name>
		<Icon_Name>i_button_delta7.tga</Icon_Name>
		<Affiliation>Hutts</Affiliation>
		<Population_Value>0</Population_Value>

	<!-- Scale - Collision Info -->
		<Mass>0.98</Mass>
		<Size_Value>4</Size_Value>
		<Scale_Factor>0.2</Scale_Factor>
		<Select_Box_Scale>210</Select_Box_Scale>
		<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collision_Box_Modifier>1.5</Collision_Box_Modifier>
		<Custom_Footprint_Radius>7.0</Custom_Footprint_Radius>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>5.4</Max_Speed>
		<Min_Speed>3.0</Min_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>3.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>40</Bank_Turn_Angle>
		<Max_Thrust>0.9</Max_Thrust>
		<Max_Lift>3</Max_Lift>
		<Begin_Turn_Towards_Distance>300.0</Begin_Turn_Towards_Distance>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
		<Shield_Points>70</Shield_Points>
		<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter</Armor_Type>
		<Tactical_Health>70</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
		<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>

	<!-- Damage - Targeting Info -->
		<Damage>8</Damage>
		<AI_Combat_Power>75</AI_Combat_Power>
		<Projectile_Types>Proj_Flak_Beam_Cannon_Light</Projectile_Types>
		<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>1.2</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy>Fighter, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Bomber, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Transport, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Corvette, 10.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 10.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 5.0</Targeting_Fire_Inaccuracy>

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

		<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
		<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

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

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

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

		<Squadron_Capacity>0</Squadron_Capacity>
		<Maintenance_Cost>0.1</Maintenance_Cost>

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

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

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

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

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

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

		<Death_SFXEvent_Start_Die>Unit_A_Wing_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
<!--		<Unit_Ability>
			<Type>BUZZ_DROIDS</Type>
			<GUI_Activated_Ability_Name>Repair_Nanites_Mirage</GUI_Activated_Ability_Name>
			<Recharge_Seconds>60</Recharge_Seconds>
			<SFXEvent_Target_Ability>Unit_Buzz_Droids_Star_Viper</SFXEvent_Target_Ability>
			<Area_Effect_Decal_Distance>300.0</Area_Effect_Decal_Distance>
			<Alternate_Name_Text>Galyana_Ability_Deploy_Nanites</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Nanites_Mirage</Alternate_Description_Text>
			<Alternate_Icon_Name>I_SA_AREA_HEAL.TGA</Alternate_Icon_Name>
		</Unit_Ability>-->
		<Unit_Ability>
			<Type>SENSOR_JAMMING</Type>
			<GUI_Activated_Ability_Name>Mirage_Sensor_Jamming</GUI_Activated_Ability_Name>
			<Recharge_Seconds>30.0</Recharge_Seconds>
			<Expiration_Seconds>60.0</Expiration_Seconds>
			<Effective_Radius>1.0</Effective_Radius> <!-- Just hides unit from radar -->
			<SFXEvent_GUI_Unit_Ability_Activated/>
			<SFXEvent_GUI_Unit_Ability_Deactivated/>
			<Alternate_Description_Text>Galyana_Ability_Text_Sensor_Jamming_Mirage</Alternate_Description_Text>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
<!--		<Buzz_Droids_Ability Name="Repair_Nanites_Mirage">
			<Activation_Style>User_Input</Activation_Style>
			<Activation_Min_Range>5</Activation_Min_Range>
			<Activation_Max_Range>400</Activation_Max_Range>
			<Chase_Radius>0</Chase_Radius>
			<Damage_Radius>0</Damage_Radius>
			<Enemy_Damage_Per_Second>0</Enemy_Damage_Per_Second>
			<Own_Damage_Per_Second>2</Own_Damage_Per_Second>
			<Activation_Time_In_Seconds>0</Activation_Time_In_Seconds>
			<Activate_SFX>GUI_Buzz_Droids_SFX</Activate_SFX>
			<Object_Type>Buzz_Droids_Mirage_Mk2</Object_Type>
		</Buzz_Droids_Ability>-->
		<Force_Healing_Ability Name="Mirage_Repair_Nanite_Healing">
			<Activation_Style>Space_Automatic</Activation_Style>
			<Heal_Range>0.0</Heal_Range>
			<Heal_Percent>0.01</Heal_Percent>
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Interval_In_Secs>1.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types>Mirage_MK2</Applicable_Unit_Types>
			<SFXEvent_Target_Affected/>
		</Force_Healing_Ability>
		<Sensor_Jamming_Ability Name="Mirage_Sensor_Jamming">
			<Activation_Style>User_Input</Activation_Style>
			<Owner_Particle_Effect>Sensor_Jamming_Effect_Squadron</Owner_Particle_Effect>
		</Sensor_Jamming_Ability>
	</Abilities>
	</SpaceUnit>

	<SpaceUnit Name="Mirage_MK2_TechTree">
		<Variant_of_Existing_Type>Mirage_MK2</Variant_of_Existing_Type>
	</SpaceUnit>

	<SpaceUnit Name="Viper">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Text_Viper</Text_ID>
		<Encyclopedia_Text>
			Galyana_Tooltip_Viper,
			GALYANA_CLASS_BLANK,
			STAT_H_VIPER_SHIELD,
			STAT_H_VIPER_HULL,
			STAT_H_VIPER_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Tooltip_Viper,
			GALYANA_CLASS_BLANK,
			STAT_H_VIPER_COST,
			STAT_H_VIPER_TIME,
			STAT_H_VIPER_SHIELD,
			STAT_H_VIPER_HULL,
			STAT_H_VIPER_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>PROWLER-B TIE_INTERCEPTOR X-WING</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>CRUSADER_GUNSHIP TARTAN_PATROL_CRUISER CORELLIAN_CORVETTE</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>HV_Viper.ALO</Space_Model_Name>
		<Icon_Name>I_BUTTON_VIPER.tga</Icon_Name>
		<Affiliation>Hutts</Affiliation>
		<Population_Value>0</Population_Value>

	<!-- Scale - Collision Info -->
		<Mass>0.98</Mass>
		<Size_Value>4</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<Select_Box_Scale>28</Select_Box_Scale>
		<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collision_Box_Modifier>1.5</Collision_Box_Modifier>
		<Custom_Footprint_Radius>7.0</Custom_Footprint_Radius>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>5.0</Max_Speed>
		<Min_Speed>3.0</Min_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>60</Bank_Turn_Angle>
		<Max_Thrust>1.0</Max_Thrust>
		<Max_Lift>4</Max_Lift>
		<Begin_Turn_Towards_Distance>800.0</Begin_Turn_Towards_Distance>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type/>
		<Shield_Points>0</Shield_Points>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter</Armor_Type>
		<Tactical_Health>90</Tactical_Health>
		<Energy_Capacity>300</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
		<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>

	<!-- Damage - Targeting Info -->
		<Damage>5</Damage>
		<AI_Combat_Power>70</AI_Combat_Power>
		<Damage_Type>Damage_Strike</Damage_Type>
		<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Violet_Viper</Projectile_Types>
		<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.15</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy>Fighter, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Bomber, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Transport, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Corvette, 10.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 10.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 10.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 10.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>

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

		<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
		<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.25</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Target_Stealth_Units>Yes</Target_Stealth_Units>

	<!-- Formation Info -->
		<Formation_Priority>1</Formation_Priority>
		<FormationOrder>1</FormationOrder>
		<Minimum_Follow_Distance>70.0</Minimum_Follow_Distance>
		<Strafe_Distance>700.0</Strafe_Distance>

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

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

		<Squadron_Capacity>0</Squadron_Capacity>
		<Maintenance_Cost>0.1</Maintenance_Cost>

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

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

		<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
		<Spin_Away_On_Death_Chance>0.2</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_X_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Pirate_Ship_Laser_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_V_Wing</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_V_Wing</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_V_Wing</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_V_Wing</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_V_Wing</SFXEvent_Guard>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_V_Wing</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_V_Wing</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Enemy_Damaged_Health_Low_Warning>Unit_Enemy_Health_Low_V_Wing</SFXEvent_Enemy_Damaged_Health_Low_Warning>
		<SFXEvent_Enemy_Damaged_Health_Critical_Warning>Unit_Enemy_Health_Critical_V_Wing</SFXEvent_Enemy_Damaged_Health_Critical_Warning>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_V_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_V_Wing</SFXEvent_Attack_Hardpoint>

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

		<Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>TURBO</Type>
			<Expiration_Seconds>30</Expiration_Seconds>
			<Recharge_Seconds>60</Recharge_Seconds>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	3.0f</Mod_Multiplier>
			<!--<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER,	1.0f</Mod_Multiplier>-->
			<Mod_Multiplier>SPEED_MULTIPLIER,		1.4f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated/>
			<SFXEvent_GUI_Unit_Ability_Deactivated/>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</SpaceUnit>

	<SpaceUnit Name="Viper_TechTree">
		<Variant_of_Existing_Type>Viper</Variant_of_Existing_Type>
	</SpaceUnit>
	<SpaceUnit Name="Viper_TechTree2">
		<Variant_of_Existing_Type>Viper</Variant_of_Existing_Type>
	</SpaceUnit>
	<SpaceUnit Name="Viper_TechTree3">
		<Variant_of_Existing_Type>Viper</Variant_of_Existing_Type>
	</SpaceUnit>

<!-- Bombers -->
	<SpaceUnit Name="Z-95_Headhunter_Hutts">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Text_Z95_Bomber</Text_ID>
		<Encyclopedia_Text>
			Galyana_Tooltext_Z95_Bomber,
			GALYANA_CLASS_BLANK,
			STAT_H_Z100_SHIELD,
			STAT_H_Z100_HULL,
			STAT_H_Z100_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Tooltext_Z95_Bomber,
			GALYANA_CLASS_BLANK,
			STAT_H_Z100_COST,
			STAT_H_Z100_TIME,
			STAT_H_Z100_SHIELD,
			STAT_H_Z100_HULL,
			STAT_H_Z100_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOMBER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Alliance_Assault_Frigate Victory_Destroyer Vengeance_Frigate</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>X-Wing Tartan_Patrol_Cruiser Starviper_Fighter</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>HV_Z100.ALO</Space_Model_Name>
		<Icon_Name>i_button_z100_Bomber.tga</Icon_Name>
		<Affiliation>Hutts</Affiliation>
		<Population_Value>0</Population_Value>

	<!-- Scale - Collision Info -->
		<Mass>0.995</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.6</Scale_Factor>
		<Select_Box_Scale>70</Select_Box_Scale>
		<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collision_Box_Modifier>1.5</Collision_Box_Modifier>
		<Custom_Footprint_Radius>15.0</Custom_Footprint_Radius>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>4.0</Max_Speed>
		<Min_Speed>2.0</Min_Speed>
		<Min_Speed_Fraction_For_Turn>0.7</Min_Speed_Fraction_For_Turn>
		<Max_Rate_Of_Turn>2.5</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>40</Bank_Turn_Angle>
		<Max_Thrust>1.0</Max_Thrust>
		<Max_Lift>4</Max_Lift>
		<Begin_Turn_Towards_Distance>300.0</Begin_Turn_Towards_Distance>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
		<Shield_Points>40</Shield_Points>
		<Shield_Refresh_Rate>4</Shield_Refresh_Rate>
		<Armor_Type>Armor_Bomber</Armor_Type>
		<Tactical_Health>40</Tactical_Health>
		<Energy_Capacity>400</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
		<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>

	<!-- Damage - Targeting Info -->
		<Damage>3</Damage>
		<AI_Combat_Power>30</AI_Combat_Power>

		<HardPoints>Z100_Missiles</HardPoints>

		<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Violet</Projectile_Types>
		<Projectile_Damage>4.0</Projectile_Damage>
		<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy>Fighter, 3.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Bomber, 3.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Transport, 3.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Corvette, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>

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

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

		<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>

	<!-- Formation Info -->
		<Formation_Priority>2</Formation_Priority>
		<FormationOrder>1</FormationOrder>
		<Minimum_Follow_Distance>50.0</Minimum_Follow_Distance>
		<Strafe_Distance>500.0</Strafe_Distance>

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

		<CategoryMask>Bomber | AntiCapital</CategoryMask>
		<Property_Flags>SmallShip</Property_Flags>
		<Ship_Class>Bomber</Ship_Class>
		<Is_Escort>No</Is_Escort>
		<Is_Bomber>Yes</Is_Bomber>
		<Land_Bomber_Type>Z95_Bomber_Bombing_Run</Land_Bomber_Type>

		<Squadron_Capacity>0</Squadron_Capacity>
		<Maintenance_Cost>0.1</Maintenance_Cost>

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

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

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

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Pirate_Ship_Laser_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_X_Wing</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_X_Wing</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_X_Wing</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_X_Wing</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_X_Wing</SFXEvent_Guard>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_X_Wing</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_X_Wing</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_X_Wing</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_X_Wing</SFXEvent_Health_Critical_Warning>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_X_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_X_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_X_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_X_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_X_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_X_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_X_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_X_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_X_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_X_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_X_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_X_Wing</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_X_Wing</SFXEvent_Attack_Hardpoint>
		
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die>

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

	<SpaceUnit Name="Z100_Bomber_TechTree">
		<Variant_of_Existing_Type>Z-95_Headhunter_Hutts</Variant_of_Existing_Type>
	</SpaceUnit>
	<SpaceUnit Name="Z100_Bomber_TechTree2">
		<Variant_of_Existing_Type>Z-95_Headhunter_Hutts</Variant_of_Existing_Type>
	</SpaceUnit>
	<SpaceUnit Name="Z100_Bomber_TechTree3">
		<Variant_of_Existing_Type>Z-95_Headhunter_Hutts</Variant_of_Existing_Type>
	</SpaceUnit>
	<SpaceUnit Name="Z100_Bomber_TechTree4">
		<Variant_of_Existing_Type>Z-95_Headhunter_Hutts</Variant_of_Existing_Type>
	</SpaceUnit>

	<SpaceUnit Name="Aqulamator_Bomber">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Unit_Aqulamator</Text_ID>
		<Encyclopedia_Text>
			Galyana_Unit_Text_Aqulamator,
			GALYANA_CLASS_BLANK,
			STAT_H_KYNRAAQ_SHIELD,
			STAT_H_KYNRAAQ_HULL,
			STAT_H_KYNRAAQ_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Unit_Text_Aqulamator,
			GALYANA_CLASS_BLANK,
			STAT_H_KYNRAAQ_COST,
			STAT_H_KYNRAAQ_TIME,
			STAT_H_KYNRAAQ_SHIELD,
			STAT_H_KYNRAAQ_HULL,
			STAT_H_KYNRAAQ_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOMBER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Calamari_Cruiser Star_Destroyer Kedalbe_Battleship</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Corellian_Gunboat Tartan_Patrol_Cruiser Crusader_Gunship</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>HV_KYNRAAQ.ALO</Space_Model_Name>
		<Icon_Name>I_BUTTON_KYNRAAQ.tga</Icon_Name> <!--I_BUTTON_AQULAMATOR-->
		<Affiliation>Hutts</Affiliation>
		<Population_Value>0</Population_Value>

	<!-- Scale - Collision Info -->
		<Mass>0.99</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.3</Scale_Factor>
		<Select_Box_Scale>210</Select_Box_Scale>
		<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collision_Box_Modifier>1.0</Collision_Box_Modifier>
		<Custom_Footprint_Radius>10.0</Custom_Footprint_Radius>

	<!-- 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>3.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>25</Bank_Turn_Angle>
		<Max_Thrust>1.0</Max_Thrust>
		<Max_Lift>3</Max_Lift>
		<Begin_Turn_Towards_Distance>550.0</Begin_Turn_Towards_Distance>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
		<Shield_Points>120</Shield_Points>
		<Shield_Refresh_Rate>12</Shield_Refresh_Rate>
		<Armor_Type>Armor_Bomber</Armor_Type>
		<Tactical_Health>60</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
		<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>

	<!-- Damage - Targeting Info -->
		<Damage>10</Damage>
		<AI_Combat_Power>100</AI_Combat_Power>

		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>

		<HardPoints>
			Aqulamator_Torp_1,
			Aqulamator_Torp_2,
			Aqulamator_Torp_3,
			Aqulamator_Torp_4,
			Aqulamator_Beam_1
		</HardPoints>

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

		<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>

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

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

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

		<Squadron_Capacity>0</Squadron_Capacity>
		<Maintenance_Cost>0.1</Maintenance_Cost>

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

		<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Explosions>Small_Explosion_Space_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>2.0f</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>

	<!-- SFX Events -->
		<SFXEvent_Select>Unit_Select_Pirate_Fighter</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Pirate_Fighter</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Pirate_Fighter</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Pirate_Fighter</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Pirate_Fighter</SFXEvent_Guard>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Pirate_Fighter</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Pirate_Fighter</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Pirate_Fighter</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Pirate_Fighter</SFXEvent_Health_Critical_Warning>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Pirate_Fighter</SFXEvent_Attack_Hardpoint>
		
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>LURE</Type>
			<Expiration_Seconds>10</Expiration_Seconds>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,		0.75f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,		1.25f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.75f</Mod_Multiplier>
<!--			<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER,			0.75f</Mod_Multiplier>-->
			<Mod_Multiplier>SPEED_MULTIPLIER,			1.25f</Mod_Multiplier>
			<Recharge_Seconds>60</Recharge_Seconds>
			<Is_Pulsing>Yes</Is_Pulsing>
			<Pulse_Frequency_Secs>10.0</Pulse_Frequency_Secs>
			<Max_Number_Of_Pulses>1</Max_Number_Of_Pulses>
			<Particle_Effect>Systems_Boost_Particle_Strike</Particle_Effect>
			<Alternate_Name_Text>Galyana_Ability_System_Boost</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_System_Boost_Text</Alternate_Description_Text>
			<Alternate_Icon_Name>I_SA_ELECTRONIC_SCRAMBLE.TGA</Alternate_Icon_Name>
			<SFXEvent_GUI_Unit_Ability_Activated>GUI_Toggle_SystemBoost_On</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated>GUI_Toggle_SystemBoost_Off</SFXEvent_GUI_Unit_Ability_Deactivated>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</SpaceUnit>

	<SpaceUnit Name="Aqulamator_Bomber_TechTree">
		<Variant_of_Existing_Type>Aqulamator_Bomber</Variant_of_Existing_Type>
	</SpaceUnit>
	<SpaceUnit Name="Aqulamator_Bomber_TechTree2">
		<Variant_of_Existing_Type>Aqulamator_Bomber</Variant_of_Existing_Type>
	</SpaceUnit>
	<SpaceUnit Name="Aqulamator_Bomber_TechTree3">
		<Variant_of_Existing_Type>Aqulamator_Bomber</Variant_of_Existing_Type>
	</SpaceUnit>
	<SpaceUnit Name="Aqulamator_Bomber_TechTree4">
		<Variant_of_Existing_Type>Aqulamator_Bomber</Variant_of_Existing_Type>
	</SpaceUnit>
	<SpaceUnit Name="Aqulamator_Bomber_TechTree5">
		<Variant_of_Existing_Type>Aqulamator_Bomber</Variant_of_Existing_Type>
	</SpaceUnit>
	<SpaceUnit Name="Aqulamator_Bomber_TechTree6">
		<Variant_of_Existing_Type>Aqulamator_Bomber</Variant_of_Existing_Type>
	</SpaceUnit>
</Data>
