<?xml version="1.0" encoding="utf-8"?>
<Data>
	<SpaceUnit Name="Pelleaon_Star_Destroyer">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Unit_Pellaeon_Class_Flak_Frigate</Text_ID>
		<Encyclopedia_Text>
			Galyana_Tooltext_Pellaeon_Class_Flak_Frigate_NoGrav,
			GALYANA_CLASS_BLANK,
			STAT_U_FURYFLAKFRIGATE_SHIELD,
			STAT_U_FURYFLAKFRIGATE_HULL,
			STAT_U_FURYFLAKFRIGATE_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Tooltext_Pellaeon_Class_Flak_Frigate_NoGrav,
			GALYANA_CLASS_BLANK,
			STAT_U_FURYFLAKFRIGATE_COST,
			STAT_U_FURYFLAKFRIGATE_TIME,
			STAT_U_FURYFLAKFRIGATE_SHIELD,
			STAT_U_FURYFLAKFRIGATE_HULL,
			STAT_U_FURYFLAKFRIGATE_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>UEAW_CLASS_CRUISER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Pirate_Fighter TIE_Interceptor X-Wing</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Venator_SD Victory_Destroyer MC30_Frigate</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>UV_FuryFlakFrigate.ALO</Space_Model_Name>
		<Icon_Name>I_BUTTON_PELLEAON_SD.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>
		<Population_Value>6</Population_Value>
		<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>

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

	<!-- Scale - Collision Info -->
		<Mass>0.999</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.8</Scale_Factor>
		<Select_Box_Scale>500</Select_Box_Scale>
		<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>1.8</Max_Speed>
		<Max_Rate_Of_Turn>0.6</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>30</Bank_Turn_Angle>
		<Max_Thrust>0.9</Max_Thrust>
		<OverrideAcceleration>.03</OverrideAcceleration>
		<OverrideDeceleration>.03</OverrideDeceleration>

		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>0.8</Hyperspace_Speed>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Cruiser</Shield_Armor_Type>
		<Shield_Points>1500</Shield_Points>
		<Shield_Refresh_Rate>35</Shield_Refresh_Rate>
		<Armor_Type>Armor_Cruiser</Armor_Type>
		<Tactical_Health>3500</Tactical_Health>
		<Energy_Capacity>5000</Energy_Capacity>
		<Energy_Refresh_Rate>400</Energy_Refresh_Rate>

		<Override_Bounty_SP>250</Override_Bounty_SP>
		<Override_Bounty_MP>250</Override_Bounty_MP>

	<!-- Damage - Targeting Info -->
		<Damage>30</Damage>
		<AI_Combat_Power>2400</AI_Combat_Power>

		<Starting_Spawned_Units_Tech_0>Starviper_Squadron, 2</Starting_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
		<Reserve_Spawned_Units_Tech_0>Starviper_Squadron, 4</Reserve_Spawned_Units_Tech_0>

		<HardPoints>
			HP_FuryFF_C01,
			HP_FuryFF_L01,
			HP_FuryFF_L02,
			HP_FuryFF_L03,
			HP_FuryFF_R01,
			HP_FuryFF_R02,
			HP_FuryFF_R03,
			HP_FuryFF_Shields,
			HP_FuryFF_Engines,
			HP_FuryFF_Hangar,
			HP_FuryFF_Tractor_Beam
		</HardPoints>

		<Space_FOW_Reveal_Range>1250.0</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>Flak_Frigate_TP</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>0.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>

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

		<CategoryMask>Frigate | AntiFighter | AntiBomber</CategoryMask>
		<Ranking_In_Category>6</Ranking_In_Category>
		<Ship_Class>Frigate</Ship_Class>
		<Space_Layer>Frigate</Space_Layer>
		<Layer_Z_Adjust>-90.0</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>3000</Build_Cost_Credits>
		<Build_Time_Seconds>45</Build_Time_Seconds>

		<Tech_Level>0</Tech_Level>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>4</Required_Star_Base_Level>

		<Cheap_Bribe_Cost>160</Cheap_Bribe_Cost>
		<Expensive_Bribe_Cost>320</Expensive_Bribe_Cost>
<!--		<Tactical_Bribe_Cost>2500</Tactical_Bribe_Cost>-->
		<Score_Cost_Credits>5000</Score_Cost_Credits>
		<Maintenance_Cost>0.2</Maintenance_Cost>

		<Political_Control>0</Political_Control>
		<Squadron_Capacity>6</Squadron_Capacity>

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

		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Clone>Damage_Normal, Pelleaon_Star_Destroyer_Death_Clone</Death_Clone>
		<Death_Explosions>Huge_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_Star_Destroyer</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_Star_Destroyer</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Star_Destroyer</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Star_Destroyer</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Star_Destroyer</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Star_Destroyer</SFXEvent_Guard>
		<SFXEvent_Move_Opposite>Unit_Move_Opposite_Star_Destroyer</SFXEvent_Move_Opposite>
		<SFXEvent_Barrage>Unit_Barrage_Star_Destroyer</SFXEvent_Barrage>
		<SFXEvent_Stop>Unit_Stop_Star_Destroyer</SFXEvent_Stop>
	<!--<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Star_Destroyer</SFXEvent_Move_Into_Asteroid_Field>-->
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Star_Destroyer</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_Grav_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Star_Destroyer</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Engine_Idle_Loop>Unit_Star_Destroyer_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Star_Destroyer_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Star_Destroyer_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<SFXEvent_Ambient_Loop>Unit_Star_Destroyer_Idle_Engine_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>TRACTOR_BEAM</Type>
			<GUI_Activated_Ability_Name>Pellaeon_Tractor_Beam_Attack_Ability</GUI_Activated_Ability_Name> <!--GUI Command Bar support-->
			<Recharge_Seconds>25</Recharge_Seconds>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Tractor_Beam_Star_Destroyer</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_Special_Ability_Loop>Unit_Star_Destroyer_Tractor_Beam</SFXEvent_Special_Ability_Loop>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<!--<Unit_Ability>
			<Type>INTERDICT</Type>
			<Disable_Movement>Yes</Disable_Movement>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Interdictor_Interdictor</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated/>
		</Unit_Ability>-->
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Tractor_Beam_Attack_Ability Name="Pellaeon_Tractor_Beam_Attack_Ability">
			<Activation_Style>User_Input</Activation_Style>
			<Applicable_Unit_Categories>Transport | Corvette</Applicable_Unit_Categories>
			<Applicable_Unit_Types>Millennium_Falcon, Moldy_Crow, Qatil, Chrysaetos, Xizor_Virago, Houndstooth, IG-2000, Slave_I, Mara_Jade_Ship, MC30_Frigate, MC30_ION_Frigate</Applicable_Unit_Types>
			<Excluded_Unit_Types>Buzz_Droids, Buzz_Droids_Mirage_Mk2</Excluded_Unit_Types>
			<Activation_Min_Range>10</Activation_Min_Range>
			<Activation_Max_Range>1000</Activation_Max_Range>
			<!--Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease"-->
			<Target_Speed_Decrease_Percent>0.95</Target_Speed_Decrease_Percent>
			<Stacking_Category>0</Stacking_Category>
		</Tractor_Beam_Attack_Ability>
	</Abilities>
	<Abilities SubObjectList="Yes">
		<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L2">
			<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_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>3000</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>24</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	</SpaceUnit>

	<SpaceUnit Name="Pelleaon_Star_Destroyer_Death_Clone">
		<Text_ID>Galyana_Unit_Pellaeon_Class_Flak_Frigate</Text_ID>
		<Space_Model_Name>UV_FURYFLAKFRIGATE_D.ALO</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
		<Death_Explosions>Huge_Explosion_Space</Death_Explosions>
		<Scale_Factor>0.8</Scale_Factor>
		<Layer_Z_Adjust>-90.0</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>Frigate</Ship_Class>
		<Remove_Upon_Death>True</Remove_Upon_Death>
	</SpaceUnit>
	
	<SpaceUnit Name="Vengeance_Frigate">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_VENGEANCE_FRIGATE</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_VENGEANCE,
			GALYANA_CLASS_BLANK,
			STAT_U_VENGEANCE_SHIELD,
			STAT_U_VENGEANCE_HULL,
			STAT_U_VENGEANCE_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_VENGEANCE,
			GALYANA_CLASS_BLANK,
			STAT_U_VENGEANCE_COST,
			STAT_U_VENGEANCE_TIME,
			STAT_U_VENGEANCE_SHIELD,
			STAT_U_VENGEANCE_HULL,
			STAT_U_VENGEANCE_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>UEAW_CLASS_CRUISER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Alliance_Assault_Frigate Victory_Destroyer Hutt_Pirate_Frigate</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>MC30_Frigate B-wing TIE_Defender</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>UV_VENGEANCE.ALO</Space_Model_Name>
		<Icon_Name>i_button_uv_vengeance.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>
		<Population_Value>6</Population_Value>
		<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>

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

	<!-- Scale - Collision Info -->
		<Mass>0.999</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.9</Scale_Factor>
		<Select_Box_Scale>300</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>
		<Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.4</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>5</Bank_Turn_Angle>
		<Max_Thrust>4.5</Max_Thrust>
		<OverrideAcceleration>.04</OverrideAcceleration>
		<OverrideDeceleration>.04</OverrideDeceleration>

		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>0.8</Hyperspace_Speed>

	<!-- Statistics Info -->
		<Shield_Armor_Type/>
		<Shield_Points>0</Shield_Points>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Armor_Type>Armor_Cruiser_Heavy</Armor_Type>
		<Tactical_Health>4000</Tactical_Health>
		<Energy_Capacity>5000</Energy_Capacity>
		<Energy_Refresh_Rate>300</Energy_Refresh_Rate>

		<Override_Bounty_SP>250</Override_Bounty_SP>
		<Override_Bounty_MP>250</Override_Bounty_MP>

	<!-- Damage - Targeting Info -->
		<Damage>40</Damage>
		<AI_Combat_Power>2400</AI_Combat_Power>

		<HardPoints>
			HP_VENGEANCE_MASS_DRIVER_LEFT,
			HP_VENGEANCE_MASS_DRIVER_RIGHT,
			HP_VENGEANCE_TURBOLASER_LEFT,
			HP_VENGEANCE_TURBOLASER_RIGHT,
			HP_VENGEANCE_ENGINES
		</HardPoints>

		<Space_FOW_Reveal_Range>1250.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>1400.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>35.0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Vengeance_TP</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>0.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>

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

		<CategoryMask>Frigate | AntiCorvette</CategoryMask>
		<Ranking_In_Category>6</Ranking_In_Category>
		<Ship_Class>Frigate</Ship_Class>
		<Space_Layer>Frigate</Space_Layer>
		<Layer_Z_Adjust>-105.0</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>3200</Build_Cost_Credits>
		<Build_Time_Seconds>35</Build_Time_Seconds>

		<Tech_Level>0</Tech_Level>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>4</Required_Star_Base_Level>

		<Cheap_Bribe_Cost>180</Cheap_Bribe_Cost>
		<Expensive_Bribe_Cost>360</Expensive_Bribe_Cost>
<!--		<Tactical_Bribe_Cost>2400</Tactical_Bribe_Cost>-->
		<Score_Cost_Credits>3000</Score_Cost_Credits>
		<Maintenance_Cost>0.2</Maintenance_Cost>

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

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

		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Clone>Damage_Normal, Vengeance_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_Vengeance_Frigate</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_Vengeance_Frigate</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Vengeance_Frigate</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Vengeance_Frigate</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Vengeance_Frigate</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Vengeance_Frigate</SFXEvent_Guard>
		<SFXEvent_Barrage>Unit_Barrage_Vengeance_Frigate</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Vengeance_Frigate</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Vengeance_Frigate</SFXEvent_Move_Into_Asteroid_Field>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Vengeance_Frigate</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Vengeance_Frigate</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Vengeance_Frigate</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Lost_Laser_Vengeance_Frigate</SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Engine_Idle_Loop>Unit_Nebulon_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Nebulon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
		<Selt_Destruct_SFXEvent_Start_Die>Unit_ZC_Self_Destruct</Selt_Destruct_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>SELF_DESTRUCT</Type>
			<Alternate_Description_Text>TEXT_TOOLTIP_KRAYT_DESTRUCT_DESCRIPTION</Alternate_Description_Text>
			<Expiration_Seconds>3.5</Expiration_Seconds>
			<Recharge_Seconds>10</Recharge_Seconds>
			<Spawned_Object_Type>Vengeance_Self_Destruct_Blast</Spawned_Object_Type>
			<GUI_Activated_Ability_Name>Vengeance_Self_Destruct</GUI_Activated_Ability_Name>
			<Stop_When_Activated>No</Stop_When_Activated>
		<!--<SFXEvent_GUI_Unit_Ability_Activated>Unit_Self_Destruct_Krayt_Class_Destroyer</SFXEvent_GUI_Unit_Ability_Activated>-->
			<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
		</Unit_Ability>
		<Unit_Ability>
			<Type>STEALTH</Type>
			<Alternate_Icon_Name>i_sa_stealth.tga</Alternate_Icon_Name>
			<Alternate_Name_Text>TEXT_TOOLTIP_CLOAK</Alternate_Name_Text>
			<GUI_Activated_Ability_Name>Stealth_Vengeance</GUI_Activated_Ability_Name>
			<Recharge_Seconds>15.0</Recharge_Seconds>
			<Expiration_Seconds>60.0</Expiration_Seconds>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Stealth_On_Vengeance_Frigate</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Stealth_Off_Vengeance_Frigate</SFXEvent_GUI_Unit_Ability_Deactivated>
			<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
		</Unit_Ability>
	</Unit_Abilities_Data>
	<Abilities SubObjectList="Yes">
		<Stealth_Ability Name="Stealth_Vengeance">
			<Activation_Style>User_Input</Activation_Style>
			<Stealth_Color>255, 255, 255, 255</Stealth_Color>
			<Stealth_Transition_Time>.5</Stealth_Transition_Time>
			<SFXEvent_Activate/>
			<Must_Be_Bought_On_Black_Market>Yes</Must_Be_Bought_On_Black_Market>
		</Stealth_Ability>
	</Abilities>
	<Abilities SubObjectList="Yes">
		<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L2">
			<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_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>3300</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>22</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	</SpaceUnit>

	<SpaceUnit Name="Vengeance_Death_Clone">
		<Text_ID>TEXT_UNIT_VENGEANCE_FRIGATE</Text_ID>
		<Space_Model_Name>UV_VENGEANCE_D.ALO</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Scale_Factor>0.76</Scale_Factor> <!-- Do not modify -->
		<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
		<Max_Speed>1.2</Max_Speed>
		<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
		<Max_Thrust>1</Max_Thrust>
		<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>0</Bank_Turn_Angle>
		<Affiliation>Underworld</Affiliation>
		<Ship_Class>Frigate</Ship_Class>
		<Remove_Upon_Death>True</Remove_Upon_Death>
	</SpaceUnit>
	
	<SpaceUnit Name="Orion_Dreadnaught">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Unit_Orion_Dreadnaught</Text_ID>
		<Encyclopedia_Text>
			Galyana_Unit_Text_Orion_Dreadnaught,
			GALYANA_CLASS_BLANK,
			STAT_U_ORIONDREADNAUGHT_SHIELD,
			STAT_U_ORIONDREADNAUGHT_HULL,
			STAT_U_ORIONDREADNAUGHT_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Unit_Text_Orion_Dreadnaught,
			GALYANA_CLASS_BLANK,
			STAT_U_ORIONDREADNAUGHT_COST,
			STAT_U_ORIONDREADNAUGHT_TIME,
			STAT_U_ORIONDREADNAUGHT_SHIELD,
			STAT_U_ORIONDREADNAUGHT_HULL,
			STAT_U_ORIONDREADNAUGHT_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>UEAW_CLASS_CRUISER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Corellian_Corvette Acclamator_Assault_Ship Hutt_Dreadnaught</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Calamari_Cruiser Victory_Destroyer Hutt_Eclipse</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>UV_OrionDreadnaught.ALO</Space_Model_Name>
		<Icon_Name>I_BUTTON_ORION_DREAD.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>
		<Population_Value>6</Population_Value>

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

	<!-- Scale - Collision Info -->
		<Mass>0.999</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>1.0</Scale_Factor>
		<Select_Box_Scale>425</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>1.6</Max_Speed>
		<Max_Rate_Of_Turn>0.5</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>5</Bank_Turn_Angle>
		<Max_Thrust>1.0</Max_Thrust>
		<OverrideAcceleration>.04</OverrideAcceleration>
		<OverrideDeceleration>.04</OverrideDeceleration>

		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>0.8</Hyperspace_Speed>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Cruiser</Shield_Armor_Type>
		<Shield_Points>900</Shield_Points>
		<Shield_Refresh_Rate>55</Shield_Refresh_Rate>
		<Armor_Type>Armor_Cruiser</Armor_Type>
		<Tactical_Health>3600</Tactical_Health>
		<Energy_Capacity>5000</Energy_Capacity>
		<Energy_Refresh_Rate>400</Energy_Refresh_Rate>

		<Override_Bounty_SP>250</Override_Bounty_SP>
		<Override_Bounty_MP>250</Override_Bounty_MP>

	<!-- Damage - Targeting Info -->
		<Damage>45</Damage>
		<AI_Combat_Power>2400</AI_Combat_Power>

		<Starting_Spawned_Units_Tech_0>Underworld_Defense_Satellite_Sentry, 3</Starting_Spawned_Units_Tech_0>
<!--		<Starting_Spawned_Units_Tech_0>Skipray_Squadron, 1</Starting_Spawned_Units_Tech_0>-->
		<Spawned_Squadron_Delay_Seconds>15</Spawned_Squadron_Delay_Seconds>
		<Reserve_Spawned_Units_Tech_0>Underworld_Defense_Satellite_Sentry, -1</Reserve_Spawned_Units_Tech_0>
<!--		<Reserve_Spawned_Units_Tech_0>Skipray_Squadron, 2</Reserve_Spawned_Units_Tech_0>-->

		<HardPoints>
			HP_Orion_Dreadnaught_CF, HP_Orion_Dreadnaught_T, HP_Orion_Dreadnaught_B,
			HP_Orion_Dreadnaught_Laser_1, HP_Orion_Dreadnaught_Laser_2,
			HP_Orion_Dreadnaught_Hangar_1, HP_Orion_Dreadnaught_Hangar_2,
			HP_Orion_Dreadnaught_Shields, HP_Orion_Dreadnaught_Engines
		</HardPoints>

		<Space_FOW_Reveal_Range>1250.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>1600.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Cruiser</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>0.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>

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

		<CategoryMask>Frigate | AntiCorvette</CategoryMask>
		<Ranking_In_Category>6</Ranking_In_Category>
		<Ship_Class>Frigate</Ship_Class>
		<Space_Layer>Frigate</Space_Layer>
		<Layer_Z_Adjust>-105.0</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>3500</Build_Cost_Credits>
		<Build_Time_Seconds>40</Build_Time_Seconds>

		<Tech_Level>0</Tech_Level>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>3</Required_Star_Base_Level>

		<Cheap_Bribe_Cost>175</Cheap_Bribe_Cost>
		<Expensive_Bribe_Cost>350</Expensive_Bribe_Cost>
<!--		<Tactical_Bribe_Cost>2250</Tactical_Bribe_Cost>-->
		<Score_Cost_Credits>3000</Score_Cost_Credits>
		<Maintenance_Cost>0.2</Maintenance_Cost>

		<Political_Control>0</Political_Control>
		<Squadron_Capacity>10</Squadron_Capacity>

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

		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Clone>Damage_Normal, Orion_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_UEAW_Dreadnaught2</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_UEAW_Dreadnaught2</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_UEAW_Dreadnaught2</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_UEAW_Dreadnaught2</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_UEAW_Dreadnaught2</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_UEAW_Dreadnaught2</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_UEAW_Dreadnaught2</SFXEvent_Barrage>
	<!--<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_UEAW_Dreadnaught2</SFXEvent_Move_Into_Asteroid_Field>-->
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_UEAW_Dreadnaught2</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_UEAW_Dreadnaught2</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_UEAW_Dreadnaught2</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_UEAW_Dreadnaught2</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_UEAW_Dreadnaught2</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_UEAW_Dreadnaught2</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_SPECIAL, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Engine_Idle_Loop>Unit_Nebulon_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Nebulon_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Nebulon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<SFXEvent_Ambient_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
<!--		<Unit_Ability>
			<Type>HARMONIC_BOMB</Type>
			<Recharge_Seconds>20</Recharge_Seconds>
			<Spawned_Object_Type>Underworld_Defense_Satellite_Sentry</Spawned_Object_Type>
			<Alternate_Name_Text>Galyana_Ability_Experimental_Lasers</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Experimental_Lasers</Alternate_Description_Text>
			<Alternate_Icon_Name>I_SA_MISSILE_JAMMER.tga</Alternate_Icon_Name>
		</Unit_Ability>-->
		<Unit_Ability>
			<Type>DEPLOY_SQUAD</Type>
			<Recharge_Seconds>20</Recharge_Seconds>
			<Alternate_Name_Text>Galyana_Ability_Deploy_Turret</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Turret</Alternate_Description_Text>
			<Alternate_Icon_Name>I_SA_DEPLOY_SATELLITE.TGA</Alternate_Icon_Name>
		</Unit_Ability>
	</Unit_Abilities_Data>
	<Abilities SubObjectList="Yes">
		<Redirect_Blaster_Ability Name="US_Magnetically_Sealed_Armor_Bonus_L2">
			<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_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>3500</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>26</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	</SpaceUnit>

	<SpaceUnit Name="Orion_Death_Clone">
		<Text_ID>Galyana_Unit_Orion_Dreadnaught</Text_ID>
		<Space_Model_Name>UV_ORIONDREADNAUGHT_D.ALO</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Scale_Factor>1.0</Scale_Factor>
		<Layer_Z_Adjust>-105.0</Layer_Z_Adjust>
		<Max_Speed>1.2</Max_Speed>
		<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
		<Max_Thrust>1</Max_Thrust>
		<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>0</Bank_Turn_Angle>
		<Affiliation>Underworld</Affiliation>
		<Ship_Class>Frigate</Ship_Class>
		<Remove_Upon_Death>True</Remove_Upon_Death>
	</SpaceUnit>
</Data>

