<?xml version="1.0"?>
<Data>
	<SpaceUnit Name="Alliance_Assault_Frigate">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_ASSAULT_FRIGATE</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_ASSAULT_FRIGATE,
			GALYANA_CLASS_BLANK,
			STAT_R_ASSAULTFRIGATE_SHIELD,
			STAT_R_ASSAULTFRIGATE_HULL,
			STAT_R_ASSAULTFRIGATE_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_ASSAULT_FRIGATE,
			GALYANA_CLASS_BLANK,
			STAT_R_ASSAULTFRIGATE_COST,
			STAT_R_ASSAULTFRIGATE_TIME,
			STAT_R_ASSAULTFRIGATE_SHIELD,
			STAT_R_ASSAULTFRIGATE_HULL,
			STAT_R_ASSAULTFRIGATE_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>UEAW_CLASS_CRUISER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Tartan_Patrol_Cruiser Crusader_Gunship Broadside_Class_Cruiser</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>TIE_Bomber Star_Destroyer Kedalbe_Battleship</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>RV_ASSAULTFRIGATE.ALO</Space_Model_Name>
		<Icon_Name>i_button_alliance_assault_frigate.tga</Icon_Name>
		<Affiliation>Rebel</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>1.0</Scale_Factor>
		<Select_Box_Scale>330</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>2.7</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>20</Bank_Turn_Angle>
		<Max_Thrust>1.5</Max_Thrust>
		<OverrideAcceleration>.05</OverrideAcceleration>
		<OverrideDeceleration>.05</OverrideDeceleration>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Cruiser</Shield_Armor_Type>
		<Shield_Points>1200</Shield_Points>
		<Shield_Refresh_Rate>80</Shield_Refresh_Rate><!--63-->
		<Armor_Type>Armor_Cruiser</Armor_Type>
		<Tactical_Health>3600</Tactical_Health>
		<Energy_Capacity>5000</Energy_Capacity>
		<Energy_Refresh_Rate>500</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>3000</AI_Combat_Power>

		<Starting_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 2</Starting_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>Y-Wing_Squadron, 1</Starting_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
		<Reserve_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 0</Reserve_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Y-Wing_Squadron, 0</Reserve_Spawned_Units_Tech_0>

		<HardPoints>
			UEAW_HP_Assault_Frigate_Fighter_Bay,
			HP_Assault_Frigate_Weapon_FL,
			HP_Assault_Frigate_Weapon_FR,
			HP_Assault_Frigate_Weapon_BL,
			HP_Assault_Frigate_Weapon_BR,
			HP_Assault_Frigate_Engines
		</HardPoints>

		<Space_FOW_Reveal_Range>1400.0</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>-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_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>1400</Slice_Cost_Credits>
		<Build_Cost_Credits>3000</Build_Cost_Credits>
		<Build_Time_Seconds>45</Build_Time_Seconds>

		<Tech_Level>2</Tech_Level>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>3</Required_Star_Base_Level>

		<Piracy_Value_Credits>80</Piracy_Value_Credits>
<!--		<Tactical_Bribe_Cost>1500</Tactical_Bribe_Cost>-->
		<Score_Cost_Credits>3000</Score_Cost_Credits>
		<Maintenance_Cost>0.2</Maintenance_Cost>

		<Political_Control>0</Political_Control>
		<Squadron_Capacity>3</Squadron_Capacity>

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

		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Clone>Damage_Normal, Assault_Frigate_Death_Clone</Death_Clone>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Assault_Frigate</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_Assault_Frigate</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Assault_Frigate</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Assault_Frigate</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Assault_Frigate</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Assault_Frigate</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_Assault_Frigate</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_Assault_Frigate</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Assault_Frigate</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Assault_Frigate</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_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Assault_Frigate</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Assault_Frigate</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Assault_Frigate</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Assault_Frigate</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, 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_Nebulon_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>DEFEND</Type>
			<Expiration_Seconds>15</Expiration_Seconds>
			<Recharge_Seconds>60</Recharge_Seconds>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,			2.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,			0.9f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.10f</Mod_Multiplier>
			<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER,	0.10f</Mod_Multiplier>
			<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER,			3.0f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,					0.8f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Assault_Frigate</SFXEvent_GUI_Unit_Ability_Activated>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>3200</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>25</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	</SpaceUnit>

	<SpaceUnit Name="Assault_Frigate_Death_Clone">
		<Text_ID>TEXT_UNIT_ASSAULT_FRIGATE</Text_ID>
		<Space_Model_Name>RV_AssaultFrigate_D.ALO</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Scale_Factor>1.0</Scale_Factor>
		<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>Rebel</Affiliation>
		<Ship_Class>Frigate</Ship_Class>
		<Remove_Upon_Death>True</Remove_Upon_Death>
	</SpaceUnit>

	<SpaceUnit Name="MC30_Frigate">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_MC30_FRIGATE</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_MC30_FRIGATE,
			GALYANA_CLASS_BLANK,
			STAT_R_MC30C_SHIELD,
			STAT_R_MC30C_HULL,
			STAT_R_MC30C_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_MC30_FRIGATE,
			GALYANA_CLASS_BLANK,
			STAT_R_MC30C_COST,
			STAT_R_MC30C_TIME,
			STAT_R_MC30C_SHIELD,
			STAT_R_MC30C_HULL,
			STAT_R_MC30C_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>UEAW_CLASS_CRUISER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Star_Destroyer Kedalbe_Battleship Centurion_Destroyer</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>TIE_Bomber Vengeance_Frigate Aqulamator_Bomber</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>RV_MC30CMONCAL.ALO</Space_Model_Name>
		<Icon_Name>i_button_mc30c.tga</Icon_Name>
		<Affiliation>Rebel</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>0.9995</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Select_Box_Scale>370</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>4.0</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>20</Bank_Turn_Angle>
		<Max_Thrust>1.5</Max_Thrust>
		<OverrideAcceleration>.05</OverrideAcceleration>
		<OverrideDeceleration>.05</OverrideDeceleration>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Cruiser</Shield_Armor_Type>
		<Shield_Points>2000</Shield_Points>
		<Shield_Refresh_Rate>60</Shield_Refresh_Rate>
		<Armor_Type>Armor_Frigate</Armor_Type>
		<Tactical_Health>900</Tactical_Health>
		<Energy_Capacity>4000</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>40</Damage>
		<AI_Combat_Power>3000</AI_Combat_Power>

		<HardPoints>
			HP_MC30_LASER_00,
			HP_MC30_TORP_REAR,
			HP_MC30_TORP_LEFT_FRONT,
			HP_MC30_TORP_RIGHT_FRONT,
			HP_MC30_ENGINES_00
		</HardPoints>

		<Space_FOW_Reveal_Range>1200.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>2500.0</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 | AntiFrigate | AntiCapital</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_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>1500</Slice_Cost_Credits>
		<Build_Cost_Credits>3200</Build_Cost_Credits>
		<Build_Time_Seconds>50</Build_Time_Seconds>

		<Tech_Level>4</Tech_Level>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>3</Required_Star_Base_Level>

		<Piracy_Value_Credits>80</Piracy_Value_Credits>
<!--		<Tactical_Bribe_Cost>1000</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, SHIELDED</Behavior>
		<SpaceBehavior>ABILITY_COUNTDOWN, ASTEROID_FIELD_DAMAGE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
		<Lua_Script>ObjectScript_MC30</Lua_Script>

		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Clone>Damage_Normal, MC30_Frigate_Death_Clone</Death_Clone>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_MC30_Frigate</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_MC30_Frigate</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_MC30_Frigate</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_MC30_Frigate</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_MC30_Frigate</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_MC30_Frigate</SFXEvent_Guard>
<!--		<SFXEvent_Barrage>Unit_Barrage_MC30_Frigate</SFXEvent_Barrage>-->
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_MC30_Frigate</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_MC30_Frigate</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_MC30_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_MC30_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_MC30_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_MC30_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_MC30_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_MC30_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_MC30_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_MC30_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_MC30_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_MC30_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_MC30_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_MC30_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_MC30_Frigate</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_MC30_Frigate</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_MC30_Frigate</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_MC30_Frigate</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_MC30_Frigate</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, 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_Nebulon_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>CLUSTER_BOMB</Type>
			<Recharge_Seconds>50.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name>MC30_Cluster_Bomb</GUI_Activated_Ability_Name> <!--GUI Command Bar support-->
			<Effective_Radius>500.0</Effective_Radius>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Cluster_Bombs_MC30_Frigate</SFXEvent_GUI_Unit_Ability_Activated>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Cluster_Bomb_Ability Name="MC30_Cluster_Bomb">
			<Activation_Style>User_Input</Activation_Style>
			<Detonation_Time_In_Secs>1.5</Detonation_Time_In_Secs>
			<Bomb_Type>Proj_Cluster_Bomb</Bomb_Type>
			<Number_Of_Bombs>14</Number_Of_Bombs>
			<SFXEvent_Activate>Unit_MC30_Launch_Cluster_Bomb</SFXEvent_Activate>
		</Cluster_Bomb_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>3000</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	</SpaceUnit>

	<SpaceUnit Name="MC30_Frigate_Death_Clone">
		<Text_ID>TEXT_UNIT_MC30_FRIGATE</Text_ID>
		<Space_Model_Name>RV_MC30CMONCAL_D.ALO</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_Start_Die>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Scale_Factor>0.75</Scale_Factor>
		<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>Rebel</Affiliation>
		<Ship_Class>Frigate</Ship_Class>
		<Remove_Upon_Death>True</Remove_Upon_Death>
	</SpaceUnit>

	<SpaceUnit Name="Nebulon_C_Frigate">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Unit_Bulwark</Text_ID>
		<Encyclopedia_Text>
			Galyana_Unit_Text_Bulwark,
			GALYANA_CLASS_BLANK,
			STAT_R_BULWARK_SHIELD,
			STAT_R_BULWARK_HULL,
			STAT_R_BULWARK_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Unit_Text_Bulwark,
			GALYANA_CLASS_BLANK,
			STAT_R_BULWARK_COST,
			STAT_R_BULWARK_TIME,
			STAT_R_BULWARK_SHIELD,
			STAT_R_BULWARK_HULL,
			STAT_R_BULWARK_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>UEAW_CLASS_CRUISER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Illuminator_Frigate Dreadnaught_Heavy_Cruiser Pinance_Heavy_Corvette</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Centurion_Destroyer Star_Destroyer Kedalbe_Battleship</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>SEV_BULWARK.ALO</Space_Model_Name>
		<Icon_Name>I_BUTTON_BULWARK.tga</Icon_Name>
		<Affiliation>Rebel</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>0.9995</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.4</Scale_Factor>
		<Select_Box_Scale>1000</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>2.1</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>20</Bank_Turn_Angle>
		<Max_Thrust>1.35</Max_Thrust>
		<OverrideAcceleration>.05</OverrideAcceleration>
		<OverrideDeceleration>.05</OverrideDeceleration>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Cruiser</Shield_Armor_Type>
		<Shield_Points>1400</Shield_Points>
		<Shield_Refresh_Rate>60</Shield_Refresh_Rate>
		<Armor_Type>Armor_Cruiser_Heavy</Armor_Type>
		<Tactical_Health>4000</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>3000</AI_Combat_Power>

		<Starting_Spawned_Units_Tech_0>Rebel_Minefield, 50</Starting_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>20</Spawned_Squadron_Delay_Seconds>
		<Reserve_Spawned_Units_Tech_0>Rebel_Minefield, -1</Reserve_Spawned_Units_Tech_0>

		<HardPoints>
			HP_Bulwark_Turbo_01,
			HP_Bulwark_Turbo_02,
			HP_Bulwark_Ion_01,
			HP_Bulwark_Ion_02,
			HP_Bulwark_Ion_03,
			HP_Bulwark_Ion_04,
			HP_Bulwark_Engines,
			HP_Bulwark_DUMMY_00,
			HP_Bulwark_DUMMY_01,
			HP_Bulwark_DUMMY_02,
			HP_Bulwark_DUMMY_03,
			HP_Bulwark_DUMMY_04,
			HP_Bulwark_DUMMY_Hangar
		</HardPoints>

		<Space_FOW_Reveal_Range>1400.0</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>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>-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_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>Yes</Build_Can_Be_Unlocked_By_Slicer>
		<Slice_Cost_Credits>1800</Slice_Cost_Credits>
		<Build_Cost_Credits>3500</Build_Cost_Credits>
		<Build_Time_Seconds>55</Build_Time_Seconds>

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

		<Piracy_Value_Credits>80</Piracy_Value_Credits>
<!--		<Tactical_Bribe_Cost>2000</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, SHIELDED</Behavior>
		<SpaceBehavior>ABILITY_COUNTDOWN, LURE, ASTEROID_FIELD_DAMAGE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON</SpaceBehavior>

		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Clone>Damage_Normal, Nebulon_C_Frigate_Death_Clone</Death_Clone>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Assault_Frigate</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_Assault_Frigate</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Assault_Frigate</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Assault_Frigate</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Assault_Frigate</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Assault_Frigate</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_Assault_Frigate</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_Assault_Frigate</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Assault_Frigate</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Assault_Frigate</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
		<SFXEvent_Bombard_Select_Target>RHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
		<SFXEvent_Bombard_Incoming>RHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Assault_Frigate</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Assault_Frigate</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Assault_Frigate</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Assault_Frigate</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Assault_Frigate</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_DUMMY_ART, 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_Nebulon_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> <!--Deploy Minefield-->
			<Type>DEPLOY_SQUAD</Type>
			<Recharge_Seconds>25</Recharge_Seconds>
			<Alternate_Name_Text>Galyana_Ability_Deploy_Mine</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Mine</Alternate_Description_Text>
			<Alternate_Icon_Name>I_SA_PLACE_REMOTE_BOMB.TGA</Alternate_Icon_Name>
		</Unit_Ability>
		<Unit_Ability>
			<Type>LURE</Type>
			<!--Particles do not match this radius-->
			<Effective_Radius>2000</Effective_Radius>

			<Target_Types>
				Tartan_Patrol_Cruiser,
				Broadside_Class_Cruiser,
				Dreadnaught_Heavy_Cruiser,
				Acclamator_Assault_Ship,
				Acclamator_Assault_Ship_Class_II,
				Interdictor_Cruiser,
				Vinterdictor_Cruiser,
				Victory_Destroyer,
				Escort_Carrier,
				Star_Destroyer,
				Star_Destroyer_Class_II,
				Star_Destroyer_Class_III,
				Corellian_Corvette,
				Corellian_Gunboat,
				Marauder_Missile_Cruiser,
				Venator_Cruiser,
				Nebulon_B_Frigate_Hospital,
				Nebulon_B_Frigate,
				Nebulon_B2_Frigate,
				MC30_Frigate,
				Alliance_Assault_Frigate,
				Nebulon_C_Frigate,
				UEAW_Nebula_SD,
				MC80_LibertyType,
				MC80_HomeOneType,
				Crusader_Gunship,
				Pinance_Heavy_Corvette,
				Recusant_Destroyer,
				Interceptor4_Frigate,
				Munificent_Frigate,
				Orion_Dreadnaught,
				Vengeance_Frigate,
				Pelleaon_Star_Destroyer,
				Krayt_Class_Destroyer,
				Kedalbe_Battleship,
				Lucrehulk_Battleship,
				Gallofree_Corvette,
				ShadowClaw_Corvette,
				Kavadonia_Corvette,
				Ultor_Beam_Cruiser,
				Hutt_Dreadnaught,
				Illuminator_Frigate,
				MC30_ION_Frigate,
				Hutt_Pirate_Frigate,
				Kavadonian_Interceptor_Frigate,
				Executor_Frigate,
				Hutt_Eclipse,
				Gladiator_Cruiser,
				Centurion_Destroyer,
				Venator_SD,
				Executor_Super_Star_Destroyer,
				UEAW_Eclipse,
				Empire_Defense_Station,
				MC99_Star_Dreadnaught,
				Viscount_Calamari_Cruiser,
				Rebel_Defense_Station,
				Super_Carrier,
				Malevolence,
				Underworld_Defense_Station,
				SternenKreuzer,
				Chronoscepter,
				Hutt_Defense_Station
			</Target_Types>

			<Recharge_Seconds>60</Recharge_Seconds>
			<Expiration_Seconds>20</Expiration_Seconds>

			<Is_Pulsing>Yes</Is_Pulsing>
			<Pulse_Frequency_Secs>0.5</Pulse_Frequency_Secs>
			<Max_Number_Of_Pulses>40</Max_Number_Of_Pulses>
			<Particle_Effect>Lure_Ability_Particle_ShadowClaw</Particle_Effect>
			<Alternate_Name_Text>Galyana_Ability_Lure_MC99</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Lure_MC99</Alternate_Description_Text>

			<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER,	0.6f</Mod_Multiplier>

			<SFXEvent_GUI_Unit_Ability_Activated>GUI_Toggle_Lure_On</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated>GUI_Toggle_Lure_Off</SFXEvent_GUI_Unit_Ability_Deactivated>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>3600</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>27</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	</SpaceUnit>

	<SpaceUnit Name="Nebulon_C_Frigate_Death_Clone">
		<Text_ID>Galyana_Unit_Bulwark</Text_ID>
		<Space_Model_Name>SEV_BULWARK_D.ALO</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Scale_Factor>0.4</Scale_Factor>
		<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>Rebel</Affiliation>
		<Ship_Class>Frigate</Ship_Class>
		<Remove_Upon_Death>True</Remove_Upon_Death>
	</SpaceUnit>
</Data>


