<?xml version="1.0" encoding="utf-8"?>
<Data>
	<GroundVehicle Name="AT_RT_Walker">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Unit_ATRT</Text_ID>
		<Encyclopedia_Text>
			Galyana_Unit_Text_ATRT,
			GALYANA_CLASS_BLANK,
			STAT_E_ATRT_HULL,
			STAT_E_ATRT_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Unit_Text_ATRT,
			GALYANA_CLASS_BLANK,
			STAT_E_ATRT_COST,
			STAT_E_ATRT_TIME,
			STAT_E_ATRT_HULL,
			STAT_E_ATRT_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_LIGHT_WALKER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Rebel_Trooper B1_Battledroid Hutt_Soldier</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Rebel_Infiltrator Underworld_Disruptor_Merc Hutt_Plex_Soldier</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>EV_ATRT.ALO</Land_Model_Name>
		<Icon_Name>I_BUTTON_ATRT.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

	<!-- GUI Info -->
		<GUI_Bracket_Size>1</GUI_Bracket_Size>
		<GUI_Bounds_Scale>0.3</GUI_Bounds_Scale> <!--Health/Shield Bar Fix-->

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>75</Size_Value>
		<Scale_Factor>1.6</Scale_Factor>
		<Select_Box_Scale>30</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Large Vehicle</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Custom_Hard_XExtent>8.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>6.0</Custom_Hard_YExtent>
		<Overall_Length>20.0</Overall_Length> <!--Hand tweaked for vehicle pitching up and down on terrain-->
		<Overall_Width>0.0</Overall_Width> <!--0.0 means don't roll left and right on terrain-->

		<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>
		<Target_Bones>BOX01</Target_Bones>

	<!-- Movement Info -->
		<Type>Walk</Type>
		<MovementClass>Walker</MovementClass>
		<Max_Speed>1.5</Max_Speed>
		<Max_Rate_Of_Turn>7</Max_Rate_Of_Turn>
		<Stopped_Rate_Of_Turn>7</Stopped_Rate_Of_Turn>

		<Movement_Animation_Speed>0.974</Movement_Animation_Speed>
		<Rotation_Animation_Speed>2.2</Rotation_Animation_Speed>

		<Walk_Transition>No</Walk_Transition>
		<Has_Pre_Turn_Anim>No</Has_Pre_Turn_Anim>
		<Min_Speed_Fraction_For_Turn>.1</Min_Speed_Fraction_For_Turn>

		<MaxJiggleDistance>5</MaxJiggleDistance>
		<MinimumPushReturnDistance>100</MinimumPushReturnDistance>

		<FormationOrder>4</FormationOrder>
		<FormationGrouping>Standard</FormationGrouping>
		<FormationSpacing>1</FormationSpacing>
		<FormationRaggedness>2.5</FormationRaggedness>

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>50.0, 50.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Walker</Armor_Type>
		<Tactical_Health>160</Tactical_Health>
		<Energy_Capacity>999</Energy_Capacity>
		<Energy_Refresh_Rate>999</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>5</Damage>
		<AI_Combat_Power>60</AI_Combat_Power>

		<Projectile_Types>Proj_Vehicle_AI_Laser_Green</Projectile_Types>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>5</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.3</Projectile_Fire_Pulse_Delay_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 80.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>LandHero, 5.0</Targeting_Fire_Inaccuracy>

		<Turret_Rotate_Extent_Degrees>30</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>

		<Land_FOW_Reveal_Range>250.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>240.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>20.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AntiInfantryStructure</Targeting_Priority_Set>

		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>150.0</Autonomous_Move_Extension_Vs_Attacker>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>Yes</Has_Land_Evaluator>
		<Deploys>No</Deploys>

		<CategoryMask>Vehicle | AntiInfantry</CategoryMask>
		<Ranking_In_Category>7</Ranking_In_Category>
		<Space_Layer>Land</Space_Layer>

		<Weather_Category>Walker</Weather_Category>
		<Garrison_Category>Vehicle</Garrison_Category>
		<Garrison_Value>2</Garrison_Value>

		<OccupationStyle>1x1</OccupationStyle>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>3</No_Refraction_Below_Detail_Level>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Score_Cost_Credits>25</Score_Cost_Credits>
		<Tactical_Bribe_Cost>50</Tactical_Bribe_Cost>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE, POWERED</Behavior>
		<LandBehavior>HUNT, AFFECTED_BY_SHIELD, WALK_LOCOMOTOR, TARGETING, IDLE, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, TELEKINESIS_TARGET, STUNNABLE, DAMAGE_TRACKING, GARRISON_UNIT</LandBehavior>
		<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>

		<Ground_Vehicle_Turret_Target>Yes</Ground_Vehicle_Turret_Target>

		<Death_Explosions>Small_Explosion_Land</Death_Explosions>
<!--		<Death_Clone>Damage_Normal, AT_RT_Walker_Death_Clone</Death_Clone>-->
		<Destruction_Survivors>Stormtrooper, 1.0</Destruction_Survivors>

		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>0</Death_Persistence_Duration>
		<Remove_Upon_Death>True</Remove_Upon_Death>

		<Vehicle_Thief_Inside_Clone>AT_RT_Walker_Captured</Vehicle_Thief_Inside_Clone>
		<Converted_To_Enemy_Die_Time_Seconds>60</Converted_To_Enemy_Die_Time_Seconds>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_AT_ST_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_AT_ST</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_AT_ST</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_AT_ST</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_AT_ST</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_AT_ST</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_AT_ST</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_AT_ST</SFXEvent_Assist_Attack>
		<SFXEvent_Unit_Lost>EHD_Unit_Destroyed</SFXEvent_Unit_Lost>

		<Death_SFXEvent_Start_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>HUNT</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.95f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,			1.05f</Mod_Multiplier>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Redirect_Blaster_Ability Name="EL_Light_Reflective_Armor_L1_Bonus">
			<Initially_Enabled>No</Initially_Enabled> <!--Must be enabled via the EL_Light_Reflective_Armor_L1_Upgrade-->
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.25</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>10.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Redirect_Blaster_Ability Name="EL_Light_Reflective_Armor_L2_Bonus">
			<Initially_Enabled>No</Initially_Enabled> <!--Must be enabled via the EL_Light_Reflective_Armor_L2_Upgrade-->
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.40</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>10.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</GroundVehicle>

	<GroundVehicle Name="AT_RT_Walker_Captured">
		<Variant_Of_Existing_Type>AT_RT_Walker</Variant_Of_Existing_Type>
		<Icon_Name>i_button_chewbacca_atrt.tga</Icon_Name>

		<!--MUST have same abilities PLUS EJECT_THIEF-->
		<Unit_Abilities_Data SubObjectList="Yes">
			<Unit_Ability>
				<Type>HUNT</Type>
				<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.95f</Mod_Multiplier>
				<Mod_Multiplier>SPEED_MULTIPLIER,			1.05f</Mod_Multiplier>
			</Unit_Ability>
			<Unit_Ability>
				<Type>EJECT_VEHICLE_THIEF</Type>
				<Recharge_Seconds>10</Recharge_Seconds>
			</Unit_Ability>
		</Unit_Abilities_Data>
	</GroundVehicle>

	<GroundVehicle Name="AT_RT_Walker_Death_Clone">
		<Land_Model_Name>LoW_AT-RT_DC.ALO</Land_Model_Name>
		<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>
		<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>

		<Scale_Factor>1.6</Scale_Factor>

		<Custom_Hard_XExtent_Offset>-15.0</Custom_Hard_XExtent_Offset>
		<Custom_Hard_XExtent>15.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>6.0</Custom_Hard_YExtent>

		<Death_Persistence_Duration>20</Death_Persistence_Duration>
		<Death_Explosions_End>Large_Explosion_Land</Death_Explosions_End>
		<Death_SFXEvent_End_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_End_Die>
		<Specific_Death_Anim_Index>0</Specific_Death_Anim_Index>
		<IsDeathCloneObstacle>true</IsDeathCloneObstacle>
		<CategoryMask>None</CategoryMask>
	</GroundVehicle>

	<GroundVehicle Name="AT_PT_Walker">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Unit_ATPT</Text_ID>
		<Encyclopedia_Text>
			Galyana_Unit_Text_ATPT,
			GALYANA_CLASS_BLANK,
			STAT_E_ATPT_HULL,
			STAT_E_ATPT_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Unit_Text_ATPT,
			GALYANA_CLASS_BLANK,
			STAT_E_ATPT_COST,
			STAT_E_ATPT_TIME,
			STAT_E_ATPT_HULL,
			STAT_E_ATPT_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_LIGHT_WALKER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Rebel_Trooper Underworld_Merc Hutt_Soldier</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>T3B_Tank Underworld_Disruptor_Merc Hutt_Plex_Soldier</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>EV_ATPT.ALO</Land_Model_Name>
		<Icon_Name>I_BUTTON_ATPT.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

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

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>75</Size_Value>
		<Scale_Factor>0.525</Scale_Factor>
		<Select_Box_Scale>115</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Large Vehicle</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Custom_Hard_XExtent>18.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>12.0</Custom_Hard_YExtent>
		<Overall_Length>20.0</Overall_Length> <!--Hand tweaked for vehicle pitching up and down on terrain-->
		<Overall_Width>0.0</Overall_Width> <!--0.0 means don't roll left and right on terrain-->

		<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>

	<!-- Movement Info -->
		<Type>Walk</Type>
		<MovementClass>Walker</MovementClass>
		<Max_Speed>1.1</Max_Speed>
		<Max_Rate_Of_Turn>5</Max_Rate_Of_Turn>
		<Stopped_Rate_Of_Turn>4</Stopped_Rate_Of_Turn>

		<Locomotor_Has_Animation_Priority>Yes</Locomotor_Has_Animation_Priority>
		<Attack_Animation_Is_Overlay>Yes</Attack_Animation_Is_Overlay>
		<Movement_Animation_Speed>1.6234</Movement_Animation_Speed> <!-- 0.8117 -->
		<Rotation_Animation_Speed>1.5</Rotation_Animation_Speed>

		<Walk_Transition>No</Walk_Transition>
		<Has_Pre_Turn_Anim>No</Has_Pre_Turn_Anim>
		<Min_Speed_Fraction_For_Turn>.2</Min_Speed_Fraction_For_Turn>

		<MaxJiggleDistance>5</MaxJiggleDistance>
		<MinimumPushReturnDistance>100</MinimumPushReturnDistance>

		<FormationOrder>4</FormationOrder>
		<FormationGrouping>Standard</FormationGrouping>
		<FormationSpacing>1.3</FormationSpacing>
		<FormationRaggedness>2.5</FormationRaggedness>

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>50.0, 50.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Walker</Armor_Type>
		<Tactical_Health>400</Tactical_Health>
		<Energy_Capacity>999</Energy_Capacity>
		<Energy_Refresh_Rate>999</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>6</Damage>
		<AI_Combat_Power>80</AI_Combat_Power>

		<Projectile_Types>Proj_Vehicle_AI_Laser_Green</Projectile_Types>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 2.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>LandHero, 5.0</Targeting_Fire_Inaccuracy>

		<Turret_Rotate_Extent_Degrees>30</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>

		<Land_FOW_Reveal_Range>250.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>240.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>24.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AntiInfantryStructure</Targeting_Priority_Set>

		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>150.0</Autonomous_Move_Extension_Vs_Attacker>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>Yes</Has_Land_Evaluator>
		<Deploys>No</Deploys>

		<CategoryMask>Vehicle | AntiInfantry</CategoryMask>
		<Ranking_In_Category>7</Ranking_In_Category>
		<Space_Layer>Land</Space_Layer>

		<Weather_Category>Walker</Weather_Category>
		<Garrison_Category>Vehicle</Garrison_Category>
		<Garrison_Value>2</Garrison_Value>

		<OccupationStyle>1x1</OccupationStyle>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>3</No_Refraction_Below_Detail_Level>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Score_Cost_Credits>40</Score_Cost_Credits>
		<Tactical_Bribe_Cost>75</Tactical_Bribe_Cost>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE, POWERED</Behavior>
		<LandBehavior>HUNT, AFFECTED_BY_SHIELD, WALK_LOCOMOTOR, TARGETING, IDLE, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, TELEKINESIS_TARGET, STUNNABLE, DAMAGE_TRACKING, SQUASH, GARRISON_UNIT</LandBehavior>
		<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
		<Property_Flags>GoodInfantryCrusher</Property_Flags>

		<Ground_Vehicle_Turret_Target>Yes</Ground_Vehicle_Turret_Target>

		<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>

		<Death_Explosions>Small_Explosion_Land</Death_Explosions>
		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>0</Death_Persistence_Duration>
		<Remove_Upon_Death>True</Remove_Upon_Death>

		<Vehicle_Thief_Inside_Clone>AT_PT_Walker_Captured</Vehicle_Thief_Inside_Clone>
		<Converted_To_Enemy_Die_Time_Seconds>60</Converted_To_Enemy_Die_Time_Seconds>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_AT_ST_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_AT_ST</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_AT_ST</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_AT_ST</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_AT_ST</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_AT_ST</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_AT_ST</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_AT_ST</SFXEvent_Assist_Attack>
		<SFXEvent_Unit_Lost>EHD_Unit_Destroyed</SFXEvent_Unit_Lost>

		<Death_SFXEvent_Start_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>HUNT</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.95f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		1.05f</Mod_Multiplier>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Redirect_Blaster_Ability Name="EL_Light_Reflective_Armor_L1_Bonus">
			<Initially_Enabled>No</Initially_Enabled> <!--Must be enabled via the EL_Light_Reflective_Armor_L1_Upgrade-->
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.25</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>10.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Redirect_Blaster_Ability Name="EL_Light_Reflective_Armor_L2_Bonus">
			<Initially_Enabled>No</Initially_Enabled> <!--Must be enabled via the EL_Light_Reflective_Armor_L2_Upgrade-->
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.40</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>10.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</GroundVehicle>

	<GroundVehicle Name="AT_PT_Walker_Captured">
		<Variant_Of_Existing_Type>AT_PT_Walker</Variant_Of_Existing_Type>
		<Icon_Name>i_button_chewbacca_atpt.tga</Icon_Name>

	<!--MUST have same abilities PLUS EJECT_THIEF-->
	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>HUNT</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.95f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,			1.05f</Mod_Multiplier>
		</Unit_Ability>
		<Unit_Ability>
			<Type>EJECT_VEHICLE_THIEF</Type>
			<Recharge_Seconds>10</Recharge_Seconds>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</GroundVehicle>

	<GroundVehicle Name="AT_ST_Walker">
	<!-- Encyclopedia Info -->
		<LOD_Bias>10</LOD_Bias> <!-- was 4 -->
		<Text_ID>TEXT_UNIT_AT_ST_WALKER</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_ATST,
			GALYANA_CLASS_BLANK,
			STAT_E_ATST_HULL,
			STAT_E_ATST_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_ATST,
			GALYANA_CLASS_BLANK,
			STAT_E_ATST_COST,
			STAT_E_ATST_TIME,
			STAT_E_ATST_HULL,
			STAT_E_ATST_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_LIGHT_WALKER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Rebel_Anti_Infantry_Turret T1C_Tank B2_Battledroid</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>T4B_Tank Plex_Soldier Underworld_Disruptor_Merc</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>EV_AT-ST.ALO</Land_Model_Name>
		<Icon_Name>i_button_atst.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

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

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>75</Size_Value>
		<Scale_Factor>1.6</Scale_Factor>
		<Select_Box_Scale>30</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Large Vehicle</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Custom_Hard_XExtent>8.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>6.0</Custom_Hard_YExtent>
		<Overall_Length>20.0</Overall_Length> <!--Hand tweaked for vehicle pitching up and down on terrain-->
		<Overall_Width>0.0</Overall_Width> <!--0.0 means don't roll left and right on terrain-->

		<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>

	<!-- Movement Info -->
		<Type>Walk</Type>
		<MovementClass>Walker</MovementClass>
		<Max_Speed>1.25</Max_Speed>
		<Max_Rate_Of_Turn>6.0</Max_Rate_Of_Turn>
		<Stopped_Rate_Of_Turn>6.0</Stopped_Rate_Of_Turn>

		<Locomotor_Has_Animation_Priority>Yes</Locomotor_Has_Animation_Priority>
		<Attack_Animation_Is_Overlay>Yes</Attack_Animation_Is_Overlay>
		<Movement_Animation_Speed>0.8117</Movement_Animation_Speed>
		<Rotation_Animation_Speed>2.2</Rotation_Animation_Speed>

		<Walk_Transition>Yes</Walk_Transition>
		<Has_Pre_Turn_Anim>Yes</Has_Pre_Turn_Anim>
		<Min_Speed_Fraction_For_Turn>.1</Min_Speed_Fraction_For_Turn>

		<MaxJiggleDistance>5</MaxJiggleDistance>
		<MinimumPushReturnDistance>100</MinimumPushReturnDistance>

		<FormationOrder>4</FormationOrder>
		<FormationGrouping>Standard</FormationGrouping>
		<FormationSpacing>1</FormationSpacing>
		<FormationRaggedness>2.5</FormationRaggedness>

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>50.0, 50.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Walker</Armor_Type>
		<Tactical_Health>400</Tactical_Health>
		<Energy_Capacity>999</Energy_Capacity>
		<Energy_Refresh_Rate>999</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>6</Damage>
		<AI_Combat_Power>100</AI_Combat_Power>

		<Projectile_Types>Proj_Vehicle_AI_Laser_Green_AE</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 10.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 2.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>LandHero, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Corvette, 45.0</Targeting_Fire_Inaccuracy> <!-- LEAVE THIS FOR BARRAGE ABILITY -->

		<Turret_Rotate_Extent_Degrees>90</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>45</Turret_Elevate_Extent_Degrees>
		<Turret_Bone_Name>B_Turret</Turret_Bone_Name>
		<Barrel_Bone_Name>B_Barrel</Barrel_Bone_Name>
		<Turret_Rotate_Speed>3.0</Turret_Rotate_Speed>
		<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
		<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>

		<Turret_Targets_Ground_Vehicles>1</Turret_Targets_Ground_Vehicles>
		<Turret_Targets_Ground_Infantry>2</Turret_Targets_Ground_Infantry>
		<Turret_Targets_Air_Vehicles>3</Turret_Targets_Air_Vehicles>
		<Turret_Targets_Anything_Else>4</Turret_Targets_Anything_Else>

		<Land_FOW_Reveal_Range>250.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>240.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>30.0</Ranged_Target_Z_Adjust> <!--18-->
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AntiVehicleStructure</Targeting_Priority_Set>

		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>150.0</Autonomous_Move_Extension_Vs_Attacker>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>Yes</Has_Land_Evaluator>
		<Deploys>No</Deploys>

		<CategoryMask>Vehicle | AntiInfantry</CategoryMask>
		<Ranking_In_Category>7</Ranking_In_Category>
		<Space_Layer>Land</Space_Layer>

		<Weather_Category>Walker</Weather_Category>
		<Garrison_Category>Vehicle</Garrison_Category>
		<Garrison_Value>2</Garrison_Value>

		<OccupationStyle>1x1</OccupationStyle>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>3</No_Refraction_Below_Detail_Level>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Score_Cost_Credits>50</Score_Cost_Credits>
		<Tactical_Bribe_Cost>100</Tactical_Bribe_Cost>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE, POWERED</Behavior>
		<LandBehavior>BARRAGE, ABILITY_COUNTDOWN, AFFECTED_BY_SHIELD, WALK_LOCOMOTOR, TARGETING, IDLE, WEAPON, TURRET, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, TELEKINESIS_TARGET, STUNNABLE, DAMAGE_TRACKING, SQUASH, GARRISON_UNIT</LandBehavior>
		<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
		<Property_Flags>GoodInfantryCrusher</Property_Flags>

		<Ground_Vehicle_Turret_Target>Yes</Ground_Vehicle_Turret_Target>

		<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>

		<Death_Explosions>Small_Explosion_Land</Death_Explosions>
		<Death_Clone>Damage_Normal, AT_ST_Walker_Death_Clone_00</Death_Clone>
		<Death_Clone>Damage_Normal, AT_ST_Walker_Death_Clone_01</Death_Clone>
		<Death_Clone>Damage_Normal, AT_ST_Walker_Death_Clone_02</Death_Clone>

		<Vehicle_Thief_Inside_Clone>AT_ST_Walker_Captured</Vehicle_Thief_Inside_Clone>
		<Converted_To_Enemy_Die_Time_Seconds>60</Converted_To_Enemy_Die_Time_Seconds>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_AT_ST_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_AT_ST</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_AT_ST</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_AT_ST</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_AT_ST</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_AT_ST</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_AT_ST</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_AT_ST</SFXEvent_Assist_Attack>
		<SFXEvent_Unit_Lost>EHD_Unit_Destroyed</SFXEvent_Unit_Lost>

		<Death_SFXEvent_Start_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>BARRAGE</Type>
			<!-- This parameter is no longer used. Barrage radius is determined by
			Projectile_Max_Flight_Distance of the specific projectile for this aility -->
			<!-- <Effective_Radius>1000.0</Effective_Radius> -->

			<!-- Modify this projectile for blast damage and range, range of barrage mode etc -->
			<Projectile_Types_Override>Proj_Vehicle_AI_Laser_Green_AE_Barrage</Projectile_Types_Override>

			<Expiration_Seconds>10</Expiration_Seconds>
			<Recharge_Seconds>45</Recharge_Seconds>
			<Mod_Multiplier>FIRE_RATE_MULTIPLIER, 2.5f</Mod_Multiplier>

			<SFXEvent_Target_Ability>Unit_Barrage_AT_ST</SFXEvent_Target_Ability>

			<Area_Effect_Decal_Distance>75.0</Area_Effect_Decal_Distance> <!-- radius depends on the explosion size and inaccuracy of 'Proj_Vehicle_AI_Laser_Green_AE_Barrage' -->
			<Targeting_Fire_Inaccuracy_Fixed_Radius_Override>75</Targeting_Fire_Inaccuracy_Fixed_Radius_Override> <!-- keep this the same as Area_Effect_Decal_Distance -->
			<Target_Position_Z_Offset>0</Target_Position_Z_Offset>
		</Unit_Ability>
	</Unit_Abilities_Data>
	<Abilities SubObjectList="Yes">
		<Redirect_Blaster_Ability Name="EL_Light_Reflective_Armor_L1_Bonus">
			<Initially_Enabled>No</Initially_Enabled> <!--Must be enabled via the EL_Light_Reflective_Armor_L1_Upgrade-->
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.25</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>10.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Redirect_Blaster_Ability Name="EL_Light_Reflective_Armor_L2_Bonus">
			<Initially_Enabled>No</Initially_Enabled> <!--Must be enabled via the EL_Light_Reflective_Armor_L2_Upgrade-->
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.40</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>10.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</GroundVehicle>

	<GroundVehicle Name="AT_ST_Walker_Captured">
		<Variant_Of_Existing_Type>AT_ST_Walker</Variant_Of_Existing_Type>
		<Icon_Name>i_button_chewbacca_atst.tga</Icon_Name>

	<!--MUST have same abilities PLUS EJECT_THIEF-->
	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>BARRAGE</Type>
			<!-- This parameter is no longer used. Barrage radius is determined by
			Projectile_Max_Flight_Distance of the specific projectile for this aility -->
			<!-- <Effective_Radius>1000.0</Effective_Radius> -->

			<!-- Modify this projectile for blast damage and range, range of barrage mode etc -->
			<Projectile_Types_Override>Proj_Vehicle_AI_Laser_Green_AE_Barrage</Projectile_Types_Override>

			<Expiration_Seconds>10</Expiration_Seconds>
			<Recharge_Seconds>45</Recharge_Seconds>
			<Mod_Multiplier>FIRE_RATE_MULTIPLIER, 2.5f</Mod_Multiplier>

			<SFXEvent_Target_Ability>Unit_Barrage_AT_ST</SFXEvent_Target_Ability>

			<Area_Effect_Decal_Distance>75.0</Area_Effect_Decal_Distance> <!-- radius depends on the explosion size and inaccuracy of 'Proj_Vehicle_AI_Laser_Green_AE_Barrage' -->
			<Targeting_Fire_Inaccuracy_Fixed_Radius_Override>75</Targeting_Fire_Inaccuracy_Fixed_Radius_Override> <!-- keep this the same as Area_Effect_Decal_Distance -->
			<Target_Position_Z_Offset>0</Target_Position_Z_Offset>
		</Unit_Ability>
		<Unit_Ability>
			<Type>EJECT_VEHICLE_THIEF</Type>
			<Recharge_Seconds>10</Recharge_Seconds>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</GroundVehicle>

	<GroundVehicle Name="AT_ST_Walker_Death_Clone_00">
		<Variant_Of_Existing_Type>AT_ST_Walker</Variant_Of_Existing_Type>
		<CategoryMask>None</CategoryMask>
		<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>
		<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>

		<Custom_Hard_XExtent_Offset>-15.0</Custom_Hard_XExtent_Offset>
		<Custom_Hard_XExtent>15.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>6.0</Custom_Hard_YExtent>

		<Death_Persistence_Duration>30</Death_Persistence_Duration>
		<Death_Explosions_End>Large_Explosion_Land</Death_Explosions_End>
		<Death_SFXEvent_End_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_End_Die>
		<Specific_Death_Anim_Index>0</Specific_Death_Anim_Index>
		<IsDeathCloneObstacle>true</IsDeathCloneObstacle>
	</GroundVehicle>

	<GroundVehicle Name="AT_ST_Walker_Death_Clone_01">
		<Variant_Of_Existing_Type>AT_ST_Walker</Variant_Of_Existing_Type>
		<CategoryMask>None</CategoryMask>
		<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>
		<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>

		<Custom_Hard_YExtent_Offset>-15.0</Custom_Hard_YExtent_Offset>
		<Custom_Hard_XExtent>6.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>15.0</Custom_Hard_YExtent>

		<Death_Persistence_Duration>30</Death_Persistence_Duration>
		<Death_Explosions_End>Large_Explosion_Land</Death_Explosions_End>
		<Death_SFXEvent_End_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_End_Die>
		<Specific_Death_Anim_Index>1</Specific_Death_Anim_Index>
		<IsDeathCloneObstacle>true</IsDeathCloneObstacle>
	</GroundVehicle>

	<GroundVehicle Name="AT_ST_Walker_Death_Clone_02">
		<Variant_Of_Existing_Type>AT_ST_Walker</Variant_Of_Existing_Type>
		<CategoryMask>None</CategoryMask>
		<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>
		<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>

		<Custom_Hard_XExtent>15.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>6.0</Custom_Hard_YExtent>

		<Death_Persistence_Duration>30</Death_Persistence_Duration>
		<Death_Explosions_End>Large_Explosion_Land</Death_Explosions_End>
		<Death_SFXEvent_End_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_End_Die>
		<Specific_Death_Anim_Index>2</Specific_Death_Anim_Index>
		<IsDeathCloneObstacle>true</IsDeathCloneObstacle>
	</GroundVehicle>

	<GroundVehicle Name="AT_AA_Walker">
	<!-- Encyclopedia Info -->
		<LOD_Bias>10</LOD_Bias>
		<Text_ID>TEXT_UNIT_AT_AA_WALKER</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_ATAA,
			GALYANA_CLASS_BLANK,
			STAT_E_ATAA_HULL,
			STAT_E_ATAA_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_ATAA,
			GALYANA_CLASS_BLANK,
			STAT_E_ATAA_COST,
			STAT_E_ATAA_TIME,
			STAT_E_ATAA_HULL,
			STAT_E_ATAA_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_LIGHT_WALKER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Snowspeeder Skipray_Blastboat Scyk_Fighter</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>T4B_Tank MZ8_Pulse_Cannon_Tank Hutt_Modified_Heavy_Skiff</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>EV_AT-AA.ALO</Land_Model_Name>
		<Icon_Name>i_button_ataa.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

	<!-- GUI Info -->
		<GUI_Bracket_Size>1</GUI_Bracket_Size>
		<GUI_Bounds_Scale>0.45</GUI_Bounds_Scale>

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>150</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<Select_Box_Scale>60</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Vehicle</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collidable_By_Projectile_Dead>No</Collidable_By_Projectile_Dead>

		<Custom_Hard_XExtent>14.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>16.0</Custom_Hard_YExtent>
		<Overall_Length>20.0</Overall_Length> <!--For vehicle pitching up and down on terrain, 20.0 = first-pass test value-->
		<Overall_Width>20.0</Overall_Width> <!--For vehicle rolling left and right on terrain, 20.0 = first-pass test value-->

		<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>

	<!-- Movement Info -->
		<Type>Walk</Type>
		<MovementClass>Walker</MovementClass>
		<Max_Speed>0.65</Max_Speed>
		<Max_Rate_Of_Turn>6</Max_Rate_Of_Turn>
		<Stopped_Rate_Of_Turn>3.5</Stopped_Rate_Of_Turn>

		<Movement_Animation_Speed>0.25</Movement_Animation_Speed>
		<Rotation_Animation_Speed>1.25</Rotation_Animation_Speed>

		<Walk_Transition>Yes</Walk_Transition>
		<Has_Pre_Turn_Anim>Yes</Has_Pre_Turn_Anim>
		<Min_Speed_Fraction_For_Turn>.25</Min_Speed_Fraction_For_Turn>

		<MinimumPushReturnDistance>100</MinimumPushReturnDistance>

		<FormationSpacing>1</FormationSpacing>

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>75.0, 75.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Walker</Armor_Type>
		<Tactical_Health>255</Tactical_Health>
		<Energy_Capacity>999</Energy_Capacity>
		<Energy_Refresh_Rate>999</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>10</Damage>
		<AI_Combat_Power>50</AI_Combat_Power>

		<Projectile_Types>Proj_Vehicle_Flak_Pod</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>3</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.5</Projectile_Fire_Pulse_Delay_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 60.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 35.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 25.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>LandHero, 40.0</Targeting_Fire_Inaccuracy>

		<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>45</Turret_Elevate_Extent_Degrees>
		<Turret_Bone_Name>B_Turret_Base</Turret_Bone_Name>
		<Barrel_Bone_Name>B_Missile_Launcher</Barrel_Bone_Name>
		<Turret_Rotate_Speed>14.0</Turret_Rotate_Speed>
		<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
		<Apply_Y_Turret_Rotate_To_Axis>0</Apply_Y_Turret_Rotate_To_Axis>

		<Turret_Targets_Ground_Vehicles>3</Turret_Targets_Ground_Vehicles>
		<Turret_Targets_Ground_Infantry>2</Turret_Targets_Ground_Infantry>
		<Turret_Targets_Air_Vehicles>1</Turret_Targets_Air_Vehicles>
		<Turret_Targets_Anything_Else>4</Turret_Targets_Anything_Else>

		<Land_FOW_Reveal_Range>380.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>400.0</Targeting_Max_Attack_Distance>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AntiAir</Targeting_Priority_Set>

		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>100.0</Autonomous_Move_Extension_Vs_Attacker>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>Yes</Has_Land_Evaluator>
		<Should_Reinforcements_Move>False</Should_Reinforcements_Move>

		<Deploys>Yes</Deploys>
		<Auto_Deploys>No</Auto_Deploys>
		<Deployment_Anim_Rate>2.0</Deployment_Anim_Rate>

		<CategoryMask>Vehicle | AntiAir</CategoryMask>
		<Ranking_In_Category>6</Ranking_In_Category>
		<Space_Layer>Land</Space_Layer>

		<Weather_Category>Walker</Weather_Category>
		<Garrison_Category>Vehicle</Garrison_Category>
		<Garrison_Value>2</Garrison_Value>

		<OccupationStyle>1x1</OccupationStyle>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>3</No_Refraction_Below_Detail_Level>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Score_Cost_Credits>167</Score_Cost_Credits>
		<Tactical_Bribe_Cost>200</Tactical_Bribe_Cost>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE, POWERED</Behavior>
		<LandBehavior>ABILITY_COUNTDOWN, AFFECTED_BY_SHIELD, WALK_LOCOMOTOR, TARGETING, IDLE, WEAPON, TURRET, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, TELEKINESIS_TARGET, STUNNABLE, DAMAGE_TRACKING, SQUASH, GARRISON_UNIT</LandBehavior>
		<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
		<Lua_Script>ObjectScript_MissileShield</Lua_Script>

		<Ground_Vehicle_Turret_Target>Yes</Ground_Vehicle_Turret_Target>

		<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>

		<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
		<Remove_Upon_Death>False</Remove_Upon_Death>
		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>20.0</Death_Persistence_Duration>
		<Death_Explosions_End>Large_Explosion_Land</Death_Explosions_End>

		<Vehicle_Thief_Inside_Clone>AT_AA_Walker_Captured</Vehicle_Thief_Inside_Clone>
		<Converted_To_Enemy_Die_Time_Seconds>60</Converted_To_Enemy_Die_Time_Seconds>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Anti_Air_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_AT_AA</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_AT_AA</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_AT_AA</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_AT_AA</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_AT_AA</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_AT_AA</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_AT_AA</SFXEvent_Assist_Attack>
		<SFXEvent_Unit_Lost>EHD_Unit_Destroyed</SFXEvent_Unit_Lost>

		<Death_SFXEvent_Start_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_Start_Die>
		<Death_SFXEvent_End_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_End_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<!--IMPORTANT! If you modify the ability below, please make same adjustments to unit's "Captured" clone.-->
		<!--I know this is awkward, hopefully we'll get a chance to re-write the code to fix it.-Oksana-->
		<Unit_Ability>
			<Type>MISSILE_SHIELD</Type>
			<Disable_Movement>Yes</Disable_Movement>
			<Effective_Radius>200</Effective_Radius>
			<Recharge_Seconds>20</Recharge_Seconds>
			<Expiration_Seconds>10</Expiration_Seconds>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Redirect_Blaster_Ability Name="EL_Light_Reflective_Armor_L1_Bonus">
			<Initially_Enabled>No</Initially_Enabled> <!--Must be enabled via the EL_Light_Reflective_Armor_L1_Upgrade-->
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.25</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>10.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Redirect_Blaster_Ability Name="EL_Light_Reflective_Armor_L2_Bonus">
			<Initially_Enabled>No</Initially_Enabled> <!--Must be enabled via the EL_Light_Reflective_Armor_L2_Upgrade-->
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.40</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>10.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</GroundVehicle>

	<GroundVehicle Name="AT_AA_Walker_Captured">
		<Variant_Of_Existing_Type>AT_AA_Walker</Variant_Of_Existing_Type>
		<Icon_Name>i_button_chewbacca_ataa.tga</Icon_Name>

	<!--MUST have same abilities PLUS EJECT_THIEF-->
	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>MISSILE_SHIELD</Type>
			<Effective_Radius>200</Effective_Radius>
			<Recharge_Seconds>20</Recharge_Seconds>
			<Expiration_Seconds>10</Expiration_Seconds>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
			<Unit_Ability>
			<Type>EJECT_VEHICLE_THIEF</Type>
			<Recharge_Seconds>10</Recharge_Seconds>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</GroundVehicle>

	<GroundVehicle Name="TIE_Crawler">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_TIE_CRAWLER</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_MAULER,
			GALYANA_CLASS_BLANK,
			STAT_E_TIEMAULER_HULL,
			STAT_E_TIEMAULER_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_MAULER,
			GALYANA_CLASS_BLANK,
			STAT_E_TIEMAULER_COST,
			STAT_E_TIEMAULER_TIME,
			STAT_E_TIEMAULER_HULL,
			STAT_E_TIEMAULER_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_LIGHT_TANK</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Rebel_Trooper Plex_Soldier Hutt_Soldier</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>T2B_Tank Plex_Soldier Hutt_Rocket_Turret</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>EV_Tiecrawler.ALO</Land_Model_Name>
		<Icon_Name>i_button_tie_crawler.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<No_Colorization_Color>33, 33, 33, 255</No_Colorization_Color>

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

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>75</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Select_Box_Scale>70</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Vehicle</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collidable_By_Projectile_Dead>Yes</Collidable_By_Projectile_Dead>

		<Custom_Hard_XExtent>16.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>16.0</Custom_Hard_YExtent>
		<Overall_Length>25.0</Overall_Length> <!--(35 by geometry)-->
		<Overall_Width>20.0</Overall_Width> <!--(30 by geometry)-->

	<!-- Movement Info -->
		<Type>Tracked</Type>
		<MovementClass>Tracked</MovementClass>
		<Max_Speed>2.4</Max_Speed>
		<Max_Rate_Of_Turn>10.0</Max_Rate_Of_Turn>
		<OverrideAcceleration>.2</OverrideAcceleration>
		<OverrideDeceleration>.2</OverrideDeceleration>

		<MaxJiggleDistance>4</MaxJiggleDistance>
		<MinimumPushReturnDistance>100</MinimumPushReturnDistance>

		<FormationSpacing>1</FormationSpacing>
		<FormationOrder>3</FormationOrder>
		<FormationGrouping>Standard</FormationGrouping>
		<FormationRaggedness>1.2</FormationRaggedness>

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>50.0, 50.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>

		<Wind_Disturbance_Radius>50</Wind_Disturbance_Radius>
		<Wind_Disturbance_Strength>10</Wind_Disturbance_Strength>
		<Wind_Disturbance_Sphere_Alpha>0.4</Wind_Disturbance_Sphere_Alpha>

		<!--Default for most all units is YES, since we want units like infantry to remain upgright and not pitch up and down at targets of different
			elevations. Also, this won't apply to units with turrets, since they don't need to turn to face the enemy. This is needed to be NO for
			the TIE Crawler, because it has no turret, so it needs to turn and face enemy units. But, it also hugs the terrain on pitch and roll,
			so we don't want it to flatten out with the horizontal ground plane.-->
		<Targeting_Land_Model_Stay_Horiz_Flat>No</Targeting_Land_Model_Stay_Horiz_Flat> <!--This does not apply to units with turrets-->

	<!-- Statistics Info -->
		<Armor_Type>Armor_Tank</Armor_Type>
		<Tactical_Health>125</Tactical_Health>
		<Energy_Capacity>999</Energy_Capacity>
		<Energy_Refresh_Rate>999</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>4</Damage>
		<AI_Combat_Power>70</AI_Combat_Power>

		<Projectile_Types>Proj_Vehicle_AI_Laser_Green</Projectile_Types>
		<Damage_Type>Damage_Vehicle_Cannon_RFAI</Damage_Type>
		<Projectile_Damage>8</Projectile_Damage>
		<Projectile_Fire_Recharge_Seconds>0.2</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>5</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 10.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>LandHero, 1.0</Targeting_Fire_Inaccuracy>

		<Fire_Category_Restrictions>Air</Fire_Category_Restrictions>

		<Turret_Rotate_Extent_Degrees>30</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>30</Turret_Elevate_Extent_Degrees>

		<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>175.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>10.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>

		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>150.0</Autonomous_Move_Extension_Vs_Attacker>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>Yes</Has_Land_Evaluator>
		<Deploys>No</Deploys>
		<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>

		<CategoryMask>Vehicle | AntiInfantry</CategoryMask>
		<Ranking_In_Category>7</Ranking_In_Category>
		<Space_Layer>Land</Space_Layer>

		<Weather_Category>Tracked</Weather_Category>
		<Garrison_Category>Vehicle</Garrison_Category>
		<Garrison_Value>2</Garrison_Value>

		<OccupationStyle>1x1</OccupationStyle>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>3</No_Refraction_Below_Detail_Level>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Score_Cost_Credits>36</Score_Cost_Credits>
		<Tactical_Bribe_Cost>60</Tactical_Bribe_Cost>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE, POWERED</Behavior>
		<LandBehavior>ABILITY_COUNTDOWN, SELF_DESTRUCT, GARRISON_UNIT, AFFECTED_BY_SHIELD, TREAD_SCROLL, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, SQUASH, SURFACE_FX, UNIT_AI, TELEKINESIS_TARGET, STUNNABLE, DAMAGE_TRACKING, WIND_DISTURBANCE</LandBehavior>
		<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
		<Property_Flags>GoodInfantryCrusher</Property_Flags>
		<SurfaceFX_Name>Generic_Track_Half</SurfaceFX_Name>
		<Tread_Scroll_Rate>0.167</Tread_Scroll_Rate>
		<Lua_Script>ObjectScript_SelfDestructLand</Lua_Script>

		<Ground_Vehicle_Turret_Target>Yes</Ground_Vehicle_Turret_Target>

		<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>

		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<Remove_Upon_Death>True</Remove_Upon_Death>

		<Vehicle_Thief_Inside_Clone>TIE_Crawler_Captured</Vehicle_Thief_Inside_Clone>
		<Converted_To_Enemy_Die_Time_Seconds>60</Converted_To_Enemy_Die_Time_Seconds>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Tie_Crawler_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Tie_Mauler</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Tie_Mauler</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Tie_Mauler</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Tie_Mauler</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Tie_Mauler</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Tie_Mauler</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Tie_Mauler</SFXEvent_Assist_Attack>
		<SFXEvent_Unit_Lost>EHD_Unit_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Engine_Idle_Loop>Unit_Tracked_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Tracked_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>

		<Death_SFXEvent_Start_Die>Unit_Tank_Death_SFX</Death_SFXEvent_Start_Die>
		<Selt_Destruct_SFXEvent_Start_Die>Unit_TIE_Mauler_Self_Destruct</Selt_Destruct_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<!--IMPORTANT! If you modify the ability below, please make same adjustments to unit's "Captured" clone.-->
		<!--I know this is awkward, hopefully we'll get a chance to re-write the code to fix it.-Oksana-->
		<Unit_Ability>
			<Type>SELF_DESTRUCT</Type>
			<Expiration_Seconds>2</Expiration_Seconds>
			<Recharge_Seconds>10</Recharge_Seconds>
			<Spawned_Object_Type>Self_Destruct_Area_Blast_Effect</Spawned_Object_Type>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Redirect_Blaster_Ability Name="EL_Light_Reflective_Armor_L1_Bonus">
			<Initially_Enabled>No</Initially_Enabled> <!--Must be enabled via the EL_Light_Reflective_Armor_L1_Upgrade-->
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.25</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>10.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Redirect_Blaster_Ability Name="EL_Light_Reflective_Armor_L2_Bonus">
			<Initially_Enabled>No</Initially_Enabled> <!--Must be enabled via the EL_Light_Reflective_Armor_L2_Upgrade-->
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.40</Block_Chance>
			<Reaction_Arc_In_Degrees>360.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>10.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</GroundVehicle>

	<GroundVehicle Name="TIE_Crawler_Captured">
		<Variant_Of_Existing_Type>TIE_Crawler</Variant_Of_Existing_Type>
		<Icon_Name>i_button_chewbacca_tie_crawler.tga</Icon_Name>

	<!--MUST have same abilities PLUS EJECT_THIEF-->
	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>SELF_DESTRUCT</Type>
			<Expiration_Seconds>2</Expiration_Seconds>
			<Recharge_Seconds>10</Recharge_Seconds>
			<Spawned_Object_Type>Self_Destruct_Area_Blast_Effect</Spawned_Object_Type>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>EJECT_VEHICLE_THIEF</Type>
			<Recharge_Seconds>10</Recharge_Seconds>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</GroundVehicle>

	<GroundVehicle Name="SPMAT_Walker">
	<!-- Encyclopedia Info -->
		<LOD_Bias>10</LOD_Bias> <!-- was 1, 10 prevents awkward LOD changing based on camera zoom -->
		<Text_ID>TEXT_UNIT_SPHAT_WALKER</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_SPMA,
			GALYANA_CLASS_BLANK,
			STAT_E_SPMAT_HULL,
			STAT_E_SPMAT_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_SPMA,
			GALYANA_CLASS_BLANK,
			STAT_E_SPMAT_COST,
			STAT_E_SPMAT_TIME,
			STAT_E_SPMAT_HULL,
			STAT_E_SPMAT_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_ARTILLERY</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Rebel_Anti_Vehicle_Turret R_Ground_Turbolaser_Tower Hutt_Obelisk_Tower</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>T4B_Tank Destroyer_Droid Hutt_Modified_Valahari</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>EV_SPMAT.ALO</Land_Model_Name>
		<Icon_Name>i_button_spha_t.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

	<!-- GUI Info -->
		<GUI_Bracket_Size>1</GUI_Bracket_Size>
		<GUI_Bounds_Scale>0.25</GUI_Bounds_Scale>

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>150</Size_Value>
		<Scale_Factor>1.25</Scale_Factor>
		<Select_Box_Scale>80</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Large Vehicle</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collidable_By_Projectile_Dead>Yes</Collidable_By_Projectile_Dead>

		<Custom_Hard_XExtent>27.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>18.0</Custom_Hard_YExtent>
		<Overall_Length>20.0</Overall_Length> <!--For vehicle pitching up and down on terrain, 20.0 = first-pass test value-->
		<Overall_Width>20.0</Overall_Width> <!--For vehicle rolling left and right on terrain, 20.0 = first-pass test value-->

	<!-- Movement Info -->
		<MovementClass>Walker</MovementClass>
		<Max_Speed>0.6</Max_Speed>
		<Max_Rate_Of_Turn>3.5</Max_Rate_Of_Turn>
		<Stopped_Rate_Of_Turn>3.1</Stopped_Rate_Of_Turn>

		<Movement_Animation_Speed>0.2151</Movement_Animation_Speed>
		<Rotation_Animation_Speed>1.0</Rotation_Animation_Speed>

		<Walk_Transition>Yes</Walk_Transition>
		<Has_Pre_Turn_Anim>Yes</Has_Pre_Turn_Anim>
		<Min_Speed_Fraction_For_Turn>.25</Min_Speed_Fraction_For_Turn>

		<MinimumPushReturnDistance>100</MinimumPushReturnDistance>
		<MovementPredictionInterval>4.0</MovementPredictionInterval>
		<Close_Enough_Angle_For_Move_Start>45</Close_Enough_Angle_For_Move_Start>

		<FormationOrder>8</FormationOrder>
		<FormationGrouping>Standard</FormationGrouping>
		<FormationSpacing>1</FormationSpacing>

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>125.0, 75.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Walker</Armor_Type>
		<Tactical_Health>135</Tactical_Health>
		<Energy_Capacity>999</Energy_Capacity>
		<Energy_Refresh_Rate>999</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>20</Damage>
		<AI_Combat_Power>250</AI_Combat_Power>

		<HardPoints>
			HP_SPMAT_00, HP_SPMAT_01, HP_SPMAT_02, HP_SPMAT_03
		</HardPoints>

		<Projectile_Types>Proj_Vehicle_SPMAT_Grenade</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>5.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.3</Projectile_Fire_Pulse_Delay_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 80.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 40.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 80.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>LandHero, 40.0</Targeting_Fire_Inaccuracy>

		<Deploys>Yes</Deploys>
		<Deployment_Anim_Rate>2.0</Deployment_Anim_Rate>
		<Fire_Weapon_When_Deployed>Yes</Fire_Weapon_When_Deployed>
		<Fire_Weapon_When_Undeployed>No</Fire_Weapon_When_Undeployed>

		<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>90</Turret_Elevate_Extent_Degrees>
		<Turret_Bone_Name>Turret_00</Turret_Bone_Name>
		<Barrel_Bone_Name>Barrel_00</Barrel_Bone_Name>
		<Turret_Rest_Angle>0.0, 0.0, 0.0</Turret_Rest_Angle>
		<Turret_Deployed_Rest_Angle>0.0, -45.0, 0.0</Turret_Deployed_Rest_Angle>
		<Turret_Rotate_Speed>3.0</Turret_Rotate_Speed>
		<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
		<Apply_Y_Turret_Rotate_To_Axis>0</Apply_Y_Turret_Rotate_To_Axis>

		<Turret_Targets_Ground_Vehicles>3</Turret_Targets_Ground_Vehicles>
		<Turret_Targets_Ground_Infantry>2</Turret_Targets_Ground_Infantry>
		<Turret_Targets_Air_Vehicles>9999</Turret_Targets_Air_Vehicles>
		<Turret_Targets_Anything_Else>1</Turret_Targets_Anything_Else>

		<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
		<Targeting_Min_Attack_Distance>220.0</Targeting_Min_Attack_Distance>
		<Targeting_Max_Attack_Distance>600.0</Targeting_Max_Attack_Distance>
		<Targeting_Stickiness_Time_Threshold>10.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AntiVehicle</Targeting_Priority_Set>

		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>0.0</Autonomous_Move_Extension_Vs_Attacker>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>Yes</Has_Land_Evaluator>
		<Should_Reinforcements_Move>False</Should_Reinforcements_Move>

		<CategoryMask>Vehicle | AntiStructure | AntiVehicle | AntiInfantry</CategoryMask>
		<Ranking_In_Category>6</Ranking_In_Category>
		<Space_Layer>Land</Space_Layer>

		<Weather_Category>Walker</Weather_Category>
		<Garrison_Category>Heavy_Vehicle</Garrison_Category>
		<Garrison_Value>3</Garrison_Value>

		<OccupationStyle>1x1</OccupationStyle>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>3</No_Refraction_Below_Detail_Level>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Score_Cost_Credits>333</Score_Cost_Credits>
		<Tactical_Bribe_Cost>300</Tactical_Bribe_Cost>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE, POWERED</Behavior>
		<LandBehavior>GARRISON_UNIT, ABILITY_COUNTDOWN, AFFECTED_BY_SHIELD, TURRET, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, TELEKINESIS_TARGET, STUNNABLE, DAMAGE_TRACKING, SQUASH</LandBehavior>
		<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
		<Property_Flags>GoodInfantryCrusher</Property_Flags>

		<Ground_Vehicle_Turret_Target>Yes</Ground_Vehicle_Turret_Target>

		<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>

		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<Death_Clone>Damage_Normal, SPMAT_Walker_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Force_Telekinesis, SPMAT_Walker_Telekinesis_Death_Clone</Death_Clone>

		<Vehicle_Thief_Inside_Clone>SPMAT_Walker_Captured</Vehicle_Thief_Inside_Clone>
		<Converted_To_Enemy_Die_Time_Seconds>60</Converted_To_Enemy_Die_Time_Seconds>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_SPMAT_Projectile_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_SPMAT</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_SPMAT</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_SPMAT</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_SPMAT</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_SPMAT</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_SPMAT</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_SPMAT</SFXEvent_Assist_Attack>
		<SFXEvent_Unit_Lost>EHD_Unit_Destroyed</SFXEvent_Unit_Lost>

		<Death_SFXEvent_Start_Die>Unit_AT_AT_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>DEPLOY</Type>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Redirect_Blaster_Ability Name="EL_Heavy_Reflective_Armor_L1_Bonus">
			<Initially_Enabled>No</Initially_Enabled> <!--Must be enabled via the EL_Heavy_Reflective_Armor_L1_Upgrade-->
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.20</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>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Redirect_Blaster_Ability Name="EL_Heavy_Reflective_Armor_L2_Bonus">
			<Initially_Enabled>No</Initially_Enabled> <!--Must be enabled via the EL_Heavy_Reflective_Armor_L2_Upgrade-->
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.35</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>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</GroundVehicle>

	<GroundVehicle Name="SPMAT_Walker_Captured">
		<Variant_Of_Existing_Type>SPMAT_Walker</Variant_Of_Existing_Type>
		<Icon_Name>i_button_chewbacca_spmat.tga</Icon_Name>

	<!--MUST have same abilities PLUS EJECT_THIEF-->
	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>DEPLOY</Type>
		</Unit_Ability>
		<Unit_Ability>
			<Type>EJECT_VEHICLE_THIEF</Type>
			<Recharge_Seconds>10</Recharge_Seconds>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</GroundVehicle>

	<GroundVehicle Name="SPMAT_Walker_Death_Clone">
		<Variant_Of_Existing_Type>SPMAT_Walker</Variant_Of_Existing_Type>
		<CategoryMask>None</CategoryMask>
		<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>
		<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>

		<Custom_Hard_XExtent>34.0</Custom_Hard_XExtent>
		<Custom_Hard_XExtent_Offset>-9.0</Custom_Hard_XExtent_Offset>

		<Death_Persistence_Duration>10</Death_Persistence_Duration>
		<Death_Explosions_End>Large_Explosion_Land</Death_Explosions_End>
		<Death_SFXEvent_End_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_End_Die>
		<IsDeathCloneObstacle>true</IsDeathCloneObstacle>
		<IsDeathClone>true</IsDeathClone>
	</GroundVehicle>

	<GroundVehicle Name="SPMAT_Walker_Telekinesis_Death_Clone">
		<Variant_Of_Existing_Type>SPMAT_Walker</Variant_Of_Existing_Type>
		<CategoryMask>None</CategoryMask>
		<Death_Clone_Is_Obstacle>no</Death_Clone_Is_Obstacle>
		<Remove_Upon_Death>true</Remove_Upon_Death>
		<Specific_Death_Anim_Type>FTK_DIE</Specific_Death_Anim_Type>
		<Specific_Death_Anim_Index/>

		<Custom_Hard_XExtent>34.0</Custom_Hard_XExtent>
		<Custom_Hard_XExtent_Offset>-9.0</Custom_Hard_XExtent_Offset>

		<Death_Persistence_Duration>0</Death_Persistence_Duration>
		<Death_Explosions_End>Large_Explosion_Land</Death_Explosions_End>
		<Death_SFXEvent_End_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_End_Die>
		<IsDeathCloneObstacle>true</IsDeathCloneObstacle>
		<IsDeathClone>true</IsDeathClone>
	</GroundVehicle>

	<GroundVehicle Name="M1_Repulsor_Tank">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_1M_REPULSOR_TANK</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_M1_REPULSOR,
			GALYANA_CLASS_BLANK,
			STAT_E_2MTANK_SHIELD,
			STAT_E_2MTANK_HULL,
			STAT_E_2MTANK_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_M1_REPULSOR,
			GALYANA_CLASS_BLANK,
			STAT_E_2MTANK_COST,
			STAT_E_2MTANK_TIME,
			STAT_E_2MTANK_SHIELD,
			STAT_E_2MTANK_HULL,
			STAT_E_2MTANK_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HEAVY_VEHICLE</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>T2B_Tank MPTL Pod_Walker</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>T4B_Tank Hutt_Plex_Soldier Canderous_Assault_Tank</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>EV_2MTANK.alo</Land_Model_Name>
		<Icon_Name>i_button_1-m_med_repulsor_tank.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>60</Size_Value>
		<Scale_Factor>1.0</Scale_Factor>
		<Select_Box_Scale>60</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Vehicle</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collidable_By_Projectile_Dead>Yes</Collidable_By_Projectile_Dead>

		<Custom_Hard_XExtent>20.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>15.0</Custom_Hard_YExtent>
		<Overall_Length>40.0</Overall_Length><!--For vehicle pitching up and down on terrain-->
		<Overall_Width>25.0</Overall_Width><!--For vehicle rolling left and right on terrain (30 by geometry)-->

		<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>
		<Is_Affected_By_Gravity_Control_Field>Yes</Is_Affected_By_Gravity_Control_Field> <!--This is considered a repulsorlift-driven unit-->

	<!-- Movement Info -->
		<Type>Hover</Type>
		<MovementClass>Hover</MovementClass>
		<Max_Speed>2.0</Max_Speed>
		<Max_Rate_Of_Turn>16.0</Max_Rate_Of_Turn>
		<OverrideAcceleration>.1</OverrideAcceleration>
		<OverrideDeceleration>.1</OverrideDeceleration>

		<MaxJiggleDistance>5</MaxJiggleDistance>
		<MinimumPushReturnDistance>100</MinimumPushReturnDistance>

		<FormationSpacing>1.1</FormationSpacing>
		<FormationOrder>5</FormationOrder>
		<FormationGrouping>Standard</FormationGrouping>
		<FormationRaggedness>1</FormationRaggedness>

		<UseSecondaryFacing>True</UseSecondaryFacing>
		<SecondaryTurnInPlaceROTCoefficient>.4</SecondaryTurnInPlaceROTCoefficient>
		<SecondaryTurnAngle>90</SecondaryTurnAngle>
		<MinSecondaryTurnROTCoefficient>.4</MinSecondaryTurnROTCoefficient>
		<MaxSecondaryTurnROTCoefficient>.9</MaxSecondaryTurnROTCoefficient>
		<SecondaryTurnLookaheadDistance>60</SecondaryTurnLookaheadDistance>

		<Movement_Animation_Speed>2.3</Movement_Animation_Speed>

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>65.0, 65.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>

		<Wind_Disturbance_Radius>50</Wind_Disturbance_Radius>
		<Wind_Disturbance_Strength>10</Wind_Disturbance_Strength>
		<Wind_Disturbance_Sphere_Alpha>0.4</Wind_Disturbance_Sphere_Alpha>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Land_Medium</Shield_Armor_Type>
		<Shield_Points>100</Shield_Points>
		<Shield_Refresh_Rate>8</Shield_Refresh_Rate>
		<Armor_Type>Armor_Tank</Armor_Type>
		<Tactical_Health>200</Tactical_Health>
		<Energy_Capacity>999</Energy_Capacity>
		<Energy_Refresh_Rate>999</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>10</Damage>
		<AI_Combat_Power>125</AI_Combat_Power>

		<Hardpoints>HP_2M_Tank_00</Hardpoints>

		<Projectile_Types>Proj_Vehicle_AV_Laser_Green</Projectile_Types>
		<Projectile_Damage>10</Projectile_Damage>
		<Projectile_Fire_Pulse_Count>1</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.5</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>0.5</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 10.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>LandHero, 5.0</Targeting_Fire_Inaccuracy>

		<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
		<Turret_Bone_Name>Turret_00</Turret_Bone_Name>
		<Barrel_Bone_Name>MuzzleA_00</Barrel_Bone_Name>
		<Turret_Rotate_Speed>5.0</Turret_Rotate_Speed>
		<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
		<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>

		<Turret_Targets_Ground_Vehicles>1</Turret_Targets_Ground_Vehicles>
		<Turret_Targets_Ground_Infantry>9999</Turret_Targets_Ground_Infantry>
		<Turret_Targets_Air_Vehicles>9999</Turret_Targets_Air_Vehicles>
		<Turret_Targets_Anything_Else>2</Turret_Targets_Anything_Else>

		<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>180.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>12.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AntiVehicleStructure</Targeting_Priority_Set>

		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>100.0</Autonomous_Move_Extension_Vs_Attacker>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>Yes</Has_Land_Evaluator>
		<Deploys>No</Deploys>

		<CategoryMask>Vehicle | AntiVehicle</CategoryMask>
		<Ranking_In_Category>6</Ranking_In_Category>
		<Space_Layer>Land</Space_Layer>

		<Weather_Category>Hover</Weather_Category>
		<Garrison_Category>Heavy_Vehicle</Garrison_Category>
		<Garrison_Value>3</Garrison_Value>

		<OccupationStyle>1x1</OccupationStyle>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>3</No_Refraction_Below_Detail_Level>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Score_Cost_Credits>125</Score_Cost_Credits>
		<Tactical_Bribe_Cost>150</Tactical_Bribe_Cost>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE, POWERED, SHIELDED</Behavior>
		<LandBehavior>AFFECTED_BY_SHIELD, ABILITY_COUNTDOWN, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, TURRET, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, SURFACE_FX, TELEKINESIS_TARGET, STUNNABLE, WIND_DISTURBANCE, DAMAGE_TRACKING, GARRISON_UNIT</LandBehavior>
		<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
		<SurfaceFX_Name>Hover</SurfaceFX_Name>

		<Ground_Vehicle_Turret_Target>Yes</Ground_Vehicle_Turret_Target>

		<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>

		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<Remove_Upon_Death>true</Remove_Upon_Death>

		<Vehicle_Thief_Inside_Clone>M1_Repulsor_Tank_Captured</Vehicle_Thief_Inside_Clone>
		<Converted_To_Enemy_Die_Time_Seconds>60</Converted_To_Enemy_Die_Time_Seconds>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Tank_Repulsor_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_2M_Tank</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_2M_Tank</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_2M_Tank</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_2M_Tank</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_2M_Tank</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_2M_Tank</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_2M_Tank</SFXEvent_Assist_Attack>
		<SFXEvent_Unit_Lost>EHD_Unit_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Turret_Rotating_Loop>Vehicle_Turret_Motor</SFXEvent_Turret_Rotating_Loop>
		<SFXEvent_Engine_Idle_Loop>Unit_2M_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_2M_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>

		<Death_SFXEvent_Start_Die>Unit_Tank_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<!--IMPORTANT! If you modify the ability below, please make same adjustments to unit's "Captured" clone.-->
		<!--I know this is awkward, hopefully we'll get a chance to re-write the code to fix it.-Oksana-->
		<Unit_Ability>
			<Type>POWER_TO_WEAPONS</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.3f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	-2.4f</Mod_Multiplier> <!-- was -6.0 -->
			<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.4f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		0.3f</Mod_Multiplier>
			<Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER,	1.2f</Mod_Multiplier> <!-- was 1.5x -->
			<Recharge_Seconds>50</Recharge_Seconds>
			<Expiration_Seconds>7</Expiration_Seconds>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Attack_2M_Tank</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Redirect_Blaster_Ability Name="EL_Heavy_Reflective_Armor_L1_Bonus">
			<Initially_Enabled>No</Initially_Enabled> <!--Must be enabled via the EL_Heavy_Reflective_Armor_L1_Upgrade-->
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.20</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>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Redirect_Blaster_Ability Name="EL_Heavy_Reflective_Armor_L2_Bonus">
			<Initially_Enabled>No</Initially_Enabled> <!--Must be enabled via the EL_Heavy_Reflective_Armor_L2_Upgrade-->
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.35</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>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</GroundVehicle>

	<GroundVehicle Name="M1_Repulsor_Tank_Captured">
		<Variant_Of_Existing_Type>M1_Repulsor_Tank</Variant_Of_Existing_Type>
		<Icon_Name>i_button_chewbacca_Repulsor_M1.tga</Icon_Name>

	<!--MUST have same abilities PLUS EJECT_THIEF-->
	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>POWER_TO_WEAPONS</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.5f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	-1.2f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.4f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		0.5f</Mod_Multiplier>
			<Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER,	2.0f</Mod_Multiplier>
			<Recharge_Seconds>60</Recharge_Seconds>
			<Expiration_Seconds>10</Expiration_Seconds>
		</Unit_Ability>
		<Unit_Ability>
			<Type>EJECT_VEHICLE_THIEF</Type>
			<Recharge_Seconds>10</Recharge_Seconds>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</GroundVehicle>

<!-- Unused -->
	<GroundVehicle Name="M1_Repulsor_Tank_00">
		<Variant_Of_Existing_Type>M1_Repulsor_Tank</Variant_Of_Existing_Type>
		<Tactical_Health>40</Tactical_Health>
		<Vehicle_Thief_Inside_Clone>M1_Repulsor_Tank_00_Captured</Vehicle_Thief_Inside_Clone>
	</GroundVehicle>

	<GroundVehicle Name="M1_Repulsor_Tank_00_Captured">
		<Variant_Of_Existing_Type>M1_Repulsor_Tank_00</Variant_Of_Existing_Type>
		<Icon_Name>i_button_chewbacca_Repulsor_M1.tga</Icon_Name>

	<!--MUST have same abilities PLUS EJECT_THIEF-->
	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>POWER_TO_WEAPONS</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.5f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	-1.2f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.4f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		0.5f</Mod_Multiplier>
			<Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER,	2.0f</Mod_Multiplier>
			<Recharge_Seconds>60</Recharge_Seconds>
			<Expiration_Seconds>10</Expiration_Seconds>
		</Unit_Ability>
		<Unit_Ability>
			<Type>EJECT_VEHICLE_THIEF</Type>
			<Recharge_Seconds>10</Recharge_Seconds>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</GroundVehicle>

	<GroundVehicle Name="HAV_Juggernaut">
	<!-- Encyclopedia Info -->
		<LOD_Bias>5</LOD_Bias>
		<Text_ID>TEXT_UNIT_JUGGERNAUT</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_JUGGERNAUT,
			GALYANA_CLASS_BLANK,
			STAT_E_JUGGERNAUT_HULL,
			STAT_E_JUGGERNAUT_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_JUGGERNAUT,
			GALYANA_CLASS_BLANK,
			STAT_E_JUGGERNAUT_COST,
			STAT_E_JUGGERNAUT_TIME,
			STAT_E_JUGGERNAUT_HULL,
			STAT_E_JUGGERNAUT_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Rebel_Trooper Underworld_Merc Hutt_Soldier</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Plex_Soldier MZ8_Pulse_Cannon_Tank Heavy_Beam_Tank</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>EV_juggernaut.ALO</Land_Model_Name>
		<Icon_Name>i_button_ev_juggernaut.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

	<!-- GUI Info -->
		<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>
		<GUI_Bracket_Size>1</GUI_Bracket_Size>

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>75</Size_Value>
		<Scale_Factor>1.0</Scale_Factor>
		<Select_Box_Scale>200</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Giant Vehicle</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collidable_By_Projectile_Dead>Yes</Collidable_By_Projectile_Dead>

		<Custom_Hard_XExtent>30.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>25.0</Custom_Hard_YExtent>
		<Overall_Length>166.0</Overall_Length> <!--For vehicle pitching up and down on terrain (40 by geometry)-->
		<Overall_Width>56.0</Overall_Width> <!--For vehicle rolling left and right on terrain (50 by geometry)-->

		<Is_Squashable_By_Supercrusher>No</Is_Squashable_By_Supercrusher>

	<!-- Movement Info -->
		<MovementClass>Wheeled</MovementClass>
		<Max_Speed>1.5</Max_Speed>
		<Max_Rate_Of_Turn>0.9</Max_Rate_Of_Turn>
		<OverrideAcceleration>.05</OverrideAcceleration>
		<OverrideDeceleration>.05</OverrideDeceleration>

		<Movement_Animation_Speed>1.0</Movement_Animation_Speed>
		<Has_Pre_Turn_Anim>Yes</Has_Pre_Turn_Anim>

		<MaxJiggleDistance>0</MaxJiggleDistance>
		<MinimumPushReturnDistance>100</MinimumPushReturnDistance>
		<MovementPredictionInterval>3.0</MovementPredictionInterval>

		<FormationOrder>8</FormationOrder>
		<FormationGrouping>Solo</FormationGrouping>
		<FormationSpacing>1.0</FormationSpacing>
		<FormationRaggedness>0.6</FormationRaggedness>

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>65.0, 65.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Vehicle_Heavy</Armor_Type>
		<Tactical_Health>1000</Tactical_Health>
		<Energy_Capacity>999</Energy_Capacity>
		<Energy_Refresh_Rate>999</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>20</Damage>
		<AI_Combat_Power>50</AI_Combat_Power>

		<Projectile_Types>Proj_Vehicle_AI_Laser_Green</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>10</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.0333</Projectile_Fire_Pulse_Delay_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 2.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>LandHero, 5.0</Targeting_Fire_Inaccuracy>
		<Attack_Category_Restrictions>Air</Attack_Category_Restrictions>

		<Fire_Weapon_When_Deployed>Yes</Fire_Weapon_When_Deployed>
		<Fire_Weapon_When_Undeployed>Yes</Fire_Weapon_When_Undeployed>

		<Turret_Targets_Ground_Vehicles>2</Turret_Targets_Ground_Vehicles>
		<Turret_Targets_Ground_Infantry>1</Turret_Targets_Ground_Infantry>
		<Turret_Targets_Air_Vehicles>9999</Turret_Targets_Air_Vehicles>
		<Turret_Targets_Anything_Else>3</Turret_Targets_Anything_Else>

		<Turret_Rotate_Extent_Degrees>200</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
		<Turret_Bone_Name>b_turret</Turret_Bone_Name>
		<Barrel_Bone_Name>b_barrel</Barrel_Bone_Name>
		<Turret_Rotate_Speed>5.0</Turret_Rotate_Speed>
		<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
		<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>

		<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>220.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>30.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>

		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>100.0</Autonomous_Move_Extension_Vs_Attacker>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>Yes</Has_Land_Evaluator>
		<Deploys>Yes</Deploys>

		<CategoryMask>Vehicle</CategoryMask>
		<Ranking_In_Category>5</Ranking_In_Category>
		<Space_Layer>Land</Space_Layer>

		<Weather_Category>Tracked</Weather_Category>

		<Garrison_Category>Infantry, Vehicle</Garrison_Category>
		<Num_Garrison_Slots>10</Num_Garrison_Slots>
		<Garrison_Exit_Dist>0</Garrison_Exit_Dist>
		<Garrison_Enter_Dist>0</Garrison_Enter_Dist>
		<Garrison_Radius>30</Garrison_Radius>
		<Garrison_Bone_Names>b_garrison_00</Garrison_Bone_Names>

		<OccupationStyle>1x1</OccupationStyle>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>3</No_Refraction_Below_Detail_Level>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Score_Cost_Credits>200</Score_Cost_Credits>
		<Tactical_Bribe_Cost>600</Tactical_Bribe_Cost>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE, POWERED</Behavior>
		<LandBehavior>ABILITY_COUNTDOWN, AFFECTED_BY_SHIELD, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, TURRET, REVEAL, HIDE_WHEN_FOGGED, SQUASH, SURFACE_FX, UNIT_AI, TELEKINESIS_TARGET, STUNNABLE, DAMAGE_TRACKING, GARRISON_VEHICLE</LandBehavior>
		<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
		<Property_Flags>GoodInfantryCrusher | CanContainGarrison</Property_Flags>
		<SurfaceFX_Name>Generic_Track</SurfaceFX_Name>
		<Lua_Script>ObjectScript_PointDefense</Lua_Script>

		<Ground_Vehicle_Turret_Target>Yes</Ground_Vehicle_Turret_Target>

		<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>

		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<Remove_Upon_Death>True</Remove_Upon_Death>

		<Vehicle_Thief_Inside_Clone>HAV_Juggernaut_Captured</Vehicle_Thief_Inside_Clone>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Turret_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Juggernaut</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Juggernaut</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Juggernaut</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Juggernaut</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Juggernaut</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Juggernaut</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Juggernaut</SFXEvent_Assist_Attack>
		<SFXEvent_Unit_Lost>EHD_Unit_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Turret_Rotating_Loop>Structure_Turret_Motor</SFXEvent_Turret_Rotating_Loop>

		<SFXEvent_Engine_Idle_Loop>Unit_Juggernaut_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Juggernaut_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>

		<Death_SFXEvent_Start_Die>Unit_Tank_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>LASER_DEFENSE</Type>
			<Recharge_Seconds>35.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name>Juggernaut_Laser_Defense</GUI_Activated_Ability_Name> <!--GUI Command Bar support-->
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defense_On_Juggernaut</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Defense_Off_Juggernaut</SFXEvent_GUI_Unit_Ability_Deactivated>
			<Effective_Radius>500.0</Effective_Radius>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Laser_Defense_Ability Name="Juggernaut_Laser_Defense">
			<Activation_Style>User_Input</Activation_Style>
			<Defense_Duration_In_Secs>28.0</Defense_Duration_In_Secs>
			<Laser_Color>34, 34, 235, 255</Laser_Color>
			<Bone_Names>muzzleb_00, muzzleb_01</Bone_Names>
			<Projectile_Types_Targeted>MISSILE, ROCKET, MPTL_ROCKET</Projectile_Types_Targeted>
			<Protection_Radius>350.0</Protection_Radius>
			<Laser_Beam_Frames>2</Laser_Beam_Frames>
			<Laser_Beam_Width>4</Laser_Beam_Width>
			<Projectile_Dist_Travelled>40</Projectile_Dist_Travelled>
			<Lightning_Effect_Name>Force_Lightning</Lightning_Effect_Name>
			<Zap_SFXEvent>Unit_Point_Laser_Fire</Zap_SFXEvent>
			<Laser_Beam_Texture>tractor_beam00.tga</Laser_Beam_Texture>
			<Recharge_Time_In_Secs>.25</Recharge_Time_In_Secs>
		</Laser_Defense_Ability>
		<Redirect_Blaster_Ability Name="EL_Heavy_Reflective_Armor_L1_Bonus">
			<Initially_Enabled>No</Initially_Enabled> <!--Must be enabled via the EL_Heavy_Reflective_Armor_L1_Upgrade-->
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.20</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>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Redirect_Blaster_Ability Name="EL_Heavy_Reflective_Armor_L2_Bonus">
			<Initially_Enabled>No</Initially_Enabled> <!--Must be enabled via the EL_Heavy_Reflective_Armor_L2_Upgrade-->
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.35</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>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</GroundVehicle>

	<!--Chewbacca can only capture a Juggernaut if it's empty!-->
	<GroundVehicle Name="HAV_Juggernaut_Captured">
		<Variant_Of_Existing_Type>HAV_Juggernaut</Variant_Of_Existing_Type>
		<Icon_Name>i_button_chewbacca_ev_juggernaut.tga</Icon_Name>

	<!--MUST have same abilities PLUS EJECT_THIEF-->
	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>EJECT_VEHICLE_THIEF</Type>
			<Recharge_Seconds>10</Recharge_Seconds>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</GroundVehicle>

	<GroundVehicle Name="AT_TE_Walker">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Unit_ATTE</Text_ID>
		<Encyclopedia_Text>
			Galyana_Unit_Text_ATTE,
			GALYANA_CLASS_BLANK,
			STAT_E_ATTE_HULL,
			STAT_E_ATTE_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Unit_Text_ATTE,
			GALYANA_CLASS_BLANK,
			STAT_E_ATTE_COST,
			STAT_E_ATTE_TIME,
			STAT_E_ATTE_HULL,
			STAT_E_ATTE_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HEAVY_WALKER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>T3B_Tank MZ8_Pulse_Cannon_Tank Hutt_Modified_Skiff</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>T6A_Tank MAL_Rocket_Vehicle Hutt_Sailbarge</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>EV_AT-TE.ALO</Land_Model_Name>
		<Icon_Name>i_button_atte.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

	<!-- GUI Info -->
		<GUI_Bracket_Size>1</GUI_Bracket_Size>
		<GUI_Bounds_Scale>0.6</GUI_Bounds_Scale>

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>100</Size_Value>
		<Scale_Factor>0.65</Scale_Factor>
		<Select_Box_Scale>180</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Giant Vehicle</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collidable_By_Projectile_Dead>Yes</Collidable_By_Projectile_Dead>

		<Custom_Hard_XExtent>40.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>30.0</Custom_Hard_YExtent>
<!--		<Custom_Soft_Footprint_Radius>6.0</Custom_Soft_Footprint_Radius>-->
		<Overall_Length>30.0</Overall_Length> <!--Hand tweaked for vehicle pitching up and down on terrain-->
		<Overall_Width>0.0</Overall_Width> <!--0.0 means don't roll left and right on terrain-->

		<Is_Squashable_By_Supercrusher>No</Is_Squashable_By_Supercrusher>
		<Target_Bones>TURRET_00, R_LEG_02-1, L_LEG_02-1, HIPS_TURRET_05, HIPS_TURRET_06</Target_Bones>

	<!-- Movement Info -->
		<Type>Walk</Type>
		<MovementClass>LargeWalker</MovementClass>
		<Max_Speed>0.6</Max_Speed>
		<Max_Rate_Of_Turn>2</Max_Rate_Of_Turn>
		<Stopped_Rate_Of_Turn>1</Stopped_Rate_Of_Turn>

		<Locomotor_Has_Animation_Priority>Yes</Locomotor_Has_Animation_Priority>
		<Attack_Animation_Is_Overlay>Yes</Attack_Animation_Is_Overlay>
		<Movement_Animation_Speed>0.75</Movement_Animation_Speed>
		<Rotation_Animation_Speed>1.2</Rotation_Animation_Speed>

		<Walk_Transition>Yes</Walk_Transition>
		<Has_Pre_Turn_Anim>Yes</Has_Pre_Turn_Anim>
		<Min_Speed_Fraction_For_Turn>.2</Min_Speed_Fraction_For_Turn>

		<MaxJiggleDistance>5</MaxJiggleDistance>
		<MinimumPushReturnDistance>100</MinimumPushReturnDistance>

		<FormationOrder>4</FormationOrder>
		<FormationGrouping>Standard</FormationGrouping>
		<FormationSpacing>1</FormationSpacing>
		<FormationRaggedness>2.0</FormationRaggedness>

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>120.0, 70.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Walker_Heavy</Armor_Type>
		<Tactical_Health>600</Tactical_Health>
		<Energy_Capacity>999</Energy_Capacity>
		<Energy_Refresh_Rate>999</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>20</Damage>
		<AI_Combat_Power>300</AI_Combat_Power>

		<HardPoints>
			HP_AT-TE_01, HP_AT-TE_02, HP_AT-TE_03, HP_AT-TE_04, HP_AT-TE_05, HP_AT-TE_06
		</HardPoints>

		<Projectile_Types>Proj_Vehicle_AV_Laser_Green</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>3</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.333</Projectile_Fire_Pulse_Delay_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 15.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 75.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>LandHero, 5.0</Targeting_Fire_Inaccuracy>
		<Fire_Category_Restrictions>Air</Fire_Category_Restrictions>

		<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
		<Turret_Bone_Name>Turret_00</Turret_Bone_Name>
		<Barrel_Bone_Name>Barrel_00</Barrel_Bone_Name>
		<Turret_Rotate_Speed>3.0</Turret_Rotate_Speed>
		<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
		<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>

		<Turret_Targets_Ground_Vehicles>1</Turret_Targets_Ground_Vehicles>
		<Turret_Targets_Ground_Infantry>2</Turret_Targets_Ground_Infantry>
		<Turret_Targets_Air_Vehicles>3</Turret_Targets_Air_Vehicles>
		<Turret_Targets_Anything_Else>4</Turret_Targets_Anything_Else>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>320.0</Targeting_Max_Attack_Distance>
		<Targeting_Min_Attack_Distance>40.0</Targeting_Min_Attack_Distance>
		<Ranged_Target_Z_Adjust>30.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>ATATAntiEverything</Targeting_Priority_Set>

		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>100.0</Autonomous_Move_Extension_Vs_Attacker>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>Yes</Has_Land_Evaluator>
		<Deploys>No</Deploys>

		<CategoryMask>Vehicle | AntiVehicle | AntiInfantry</CategoryMask>
		<Ranking_In_Category>6</Ranking_In_Category>
		<Space_Layer>Land</Space_Layer>

		<Weather_Category>LargeWalker</Weather_Category>
		<Garrison_Category>Heavy_Vehicle</Garrison_Category>
		<Garrison_Value>3</Garrison_Value>

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

		<Score_Cost_Credits>350</Score_Cost_Credits>
		<Tactical_Bribe_Cost>400</Tactical_Bribe_Cost>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE, POWERED</Behavior>
		<LandBehavior>ABILITY_COUNTDOWN, AFFECTED_BY_SHIELD, WALK_LOCOMOTOR, TARGETING, IDLE, WEAPON, TURRET, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, STUNNABLE, DAMAGE_TRACKING, SQUASH, GARRISON_UNIT</LandBehavior>
		<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
		<Property_Flags>GoodInfantryCrusher</Property_Flags>
		<Cache_Crusher_Boxes>No</Cache_Crusher_Boxes>

		<Ground_Vehicle_Turret_Target>Yes</Ground_Vehicle_Turret_Target>

		<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>

		<Death_Explosions>Huge_Explosion_Land</Death_Explosions>
		<Remove_Upon_Death>True</Remove_Upon_Death>
<!--		<Death_Clone>Damage_Normal, AT_TE_Walker_Death_Clone</Death_Clone>-->

		<Vehicle_Thief_Inside_Clone>AT_TE_Walker_Captured</Vehicle_Thief_Inside_Clone>
		<Converted_To_Enemy_Die_Time_Seconds>60</Converted_To_Enemy_Die_Time_Seconds>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_SPMAT_Projectile_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Pod_Walker</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Pod_Walker</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Move_Pod_Walker</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Pod_Walker</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Pod_Walker</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Move_Pod_Walker</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Attack_Pod_Walker</SFXEvent_Assist_Attack>
		<SFXEvent_Unit_Lost>EHD_Unit_Destroyed</SFXEvent_Unit_Lost>

		<Death_SFXEvent_Start_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>POWER_TO_WEAPONS</Type>
			<Expiration_Seconds>12</Expiration_Seconds>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.5f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		0.5f</Mod_Multiplier>
			<Recharge_Seconds>60</Recharge_Seconds>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Jedi_Cruiser</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Redirect_Blaster_Ability Name="EL_Heavy_Reflective_Armor_L1_Bonus">
			<Initially_Enabled>No</Initially_Enabled> <!--Must be enabled via the EL_Heavy_Reflective_Armor_L1_Upgrade-->
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.20</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>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Redirect_Blaster_Ability Name="EL_Heavy_Reflective_Armor_L2_Bonus">
			<Initially_Enabled>No</Initially_Enabled> <!--Must be enabled via the EL_Heavy_Reflective_Armor_L2_Upgrade-->
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.35</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>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</GroundVehicle>

	<GroundVehicle Name="AT_TE_Walker_Captured">
		<Variant_Of_Existing_Type>AT_TE_Walker</Variant_Of_Existing_Type>
		<Icon_Name>i_button_chewbacca_atte.tga</Icon_Name>

	<!--MUST have same abilities PLUS EJECT_THIEF-->
	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>POWER_TO_WEAPONS</Type>
			<Expiration_Seconds>15</Expiration_Seconds>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.5f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		0.5f</Mod_Multiplier>
			<Recharge_Seconds>60</Recharge_Seconds>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Jedi_Cruiser</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
		<Unit_Ability>
			<Type>EJECT_VEHICLE_THIEF</Type>
			<Recharge_Seconds>10</Recharge_Seconds>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</GroundVehicle>

	<GroundVehicle Name="AT_TE_Walker_Death_Clone">
		<Variant_Of_Existing_Type>AT_TE_Walker</Variant_Of_Existing_Type>
		<CategoryMask>None</CategoryMask>
		<Specific_Death_Anim_Type/>
		<Specific_Death_Anim_Index>0</Specific_Death_Anim_Index>
		<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>
		<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>

		<Custom_Hard_XExtent_Offset>15.0</Custom_Hard_XExtent_Offset>
		<Custom_Hard_XExtent>47.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>10.0</Custom_Hard_YExtent>

		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<Death_Persistence_Duration>0</Death_Persistence_Duration>
		<Death_Explosions_End>Large_Explosion_Land</Death_Explosions_End>
		<Death_SFXEvent_End_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_End_Die>
		<IsDeathCloneObstacle>true</IsDeathCloneObstacle>
	</GroundVehicle>

	<GroundVehicle Name="AT_AT_Walker">
	<!-- Encyclopedia Info -->
		<LOD_Bias>5</LOD_Bias>
		<Text_ID>TEXT_UNIT_AT_AT_WALKER</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_ATAT,
			GALYANA_CLASS_BLANK,
			STAT_E_ATAT_HULL,
			STAT_E_ATAT_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_ATAT,
			GALYANA_CLASS_BLANK,
			STAT_E_ATAT_COST,
			STAT_E_ATAT_TIME,
			STAT_E_ATAT_HULL,
			STAT_E_ATAT_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HEAVY_WALKER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>T4B_Tank MZ8_Pulse_Cannon_Tank Medium_Tank</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Snowspeeder Plex_Soldier Underworld_Disruptor_Merc</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>EV_AT-AT.ALO</Land_Model_Name>
		<Icon_Name>i_button_atat.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

	<!-- GUI Info -->
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<GUI_Bounds_Scale>0.5</GUI_Bounds_Scale>

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>75</Size_Value>
		<Scale_Factor>1.75</Scale_Factor>
		<Select_Box_Scale>75</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Giant Vehicle</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collidable_By_Projectile_Dead>Yes</Collidable_By_Projectile_Dead>

		<Custom_Hard_XExtent>28.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>10.0</Custom_Hard_YExtent>
		<Overall_Length>60.0</Overall_Length> <!--Hand tweaked for vehicle pitching up and down on terrain-->
		<Overall_Width>0.0</Overall_Width> <!--0.0 means don't roll left and right on terrain-->

		<Is_Supercrusher>Yes</Is_Supercrusher>
		<Cache_Crusher_Boxes>No</Cache_Crusher_Boxes>
		<Target_Bones>MISSILE_TARGET00, MISSILE_TARGET01, MISSILE_TARGET02</Target_Bones>

	<!-- Movement Info -->
		<Type>Walk</Type>
		<MovementClass>LargeWalker</MovementClass>
		<Max_Speed>0.5</Max_Speed>
		<Max_Rate_Of_Turn>2</Max_Rate_Of_Turn>
		<Stopped_Rate_Of_Turn>1</Stopped_Rate_Of_Turn>

		<Locomotor_Has_Animation_Priority>Yes</Locomotor_Has_Animation_Priority>
		<Attack_Animation_Is_Overlay>Yes</Attack_Animation_Is_Overlay>
		<Movement_Animation_Speed>0.1366</Movement_Animation_Speed>
		<Rotation_Animation_Speed>0.3333</Rotation_Animation_Speed> <!-- 0.5 -->

		<Walk_Transition>Yes</Walk_Transition>
		<Has_Pre_Turn_Anim>Yes</Has_Pre_Turn_Anim>
		<Min_Speed_Fraction_For_Turn>.1</Min_Speed_Fraction_For_Turn>

		<MinimumPushReturnDistance>100</MinimumPushReturnDistance>
		<MovementPredictionInterval>5.0</MovementPredictionInterval>
		<MovementBoxExpansionFactor>8.0</MovementBoxExpansionFactor>
		<Close_Enough_Angle_For_Move_Start>30</Close_Enough_Angle_For_Move_Start> <!--Need this to prevent the AT-AT turn from looking awful-->

		<FormationGrouping>Solo</FormationGrouping>

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>75.0, 50.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Walker_Heavy</Armor_Type>
		<Tactical_Health>1400</Tactical_Health>
		<Energy_Capacity>999</Energy_Capacity>
		<Energy_Refresh_Rate>999</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>100</Damage>
		<AI_Combat_Power>600</AI_Combat_Power>

		<Hardpoints>HP_AT-AT_00, HP_AT-AT_01</Hardpoints>

		<Projectile_Types>Proj_Vehicle_AV_Laser_Green</Projectile_Types>
		<Projectile_Damage>40.0</Projectile_Damage>
		<Projectile_Fire_Recharge_Seconds>1.6</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Appearance_Delay_Frames>2,1</Projectile_Appearance_Delay_Frames>

		<Targeting_Fire_Inaccuracy>Infantry, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 3.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 10.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>LandHero, 10.0</Targeting_Fire_Inaccuracy>

		<Turret_Rotate_Extent_Degrees>55</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>60</Turret_Elevate_Extent_Degrees>
		<Turret_Bone_Name>B_Turret</Turret_Bone_Name>
		<Turret_Rotate_Speed>3.0</Turret_Rotate_Speed>
		<Apply_Z_Turret_Rotate_To_Axis>2</Apply_Z_Turret_Rotate_To_Axis>
		<Apply_Y_Turret_Rotate_To_Axis>1</Apply_Y_Turret_Rotate_To_Axis>

		<Turret_Targets_Ground_Vehicles>1</Turret_Targets_Ground_Vehicles>
		<Turret_Targets_Ground_Infantry>4</Turret_Targets_Ground_Infantry>
		<Turret_Targets_Air_Vehicles>2</Turret_Targets_Air_Vehicles>
		<Turret_Targets_Anything_Else>3</Turret_Targets_Anything_Else>

		<Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>400.0</Targeting_Max_Attack_Distance>
		<Targeting_Min_Attack_Distance>40.0</Targeting_Min_Attack_Distance>
		<Ranged_Target_Z_Adjust>50.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>ATATAntiEverything</Targeting_Priority_Set>

		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>150.0</Autonomous_Move_Extension_Vs_Attacker>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Has_Land_Evaluator>Yes</Has_Land_Evaluator>
		<Deploys>Yes</Deploys>
		<Auto_Deploys>No</Auto_Deploys>

		<CategoryMask>Vehicle | AntiInfantry | AntiVehicle | AntiStructure | AntiAir</CategoryMask>
		<Ranking_In_Category>5</Ranking_In_Category>
		<Space_Layer>Land</Space_Layer>

		<Weather_Category>LargeWalker</Weather_Category>
		<Garrison_Category>AT_AT</Garrison_Category>
		<Garrison_Value>3</Garrison_Value>

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

		<Score_Cost_Credits>1000</Score_Cost_Credits>
		<Tactical_Bribe_Cost>1000</Tactical_Bribe_Cost>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE, POWERED</Behavior>
		<LandBehavior>GARRISON_UNIT, ABILITY_COUNTDOWN, DEPLOY_TROOPERS, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, TURRET, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, STUNNABLE, DAMAGE_TRACKING, SQUASH, AFFECTED_BY_SHIELD</LandBehavior>
		<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
		<Property_Flags>IsSupercrusher</Property_Flags>

		<Ground_Vehicle_Turret_Target>Yes</Ground_Vehicle_Turret_Target>
		<Air_Vehicle_Turret_Target>No</Air_Vehicle_Turret_Target>

		<Land_Damage_Thresholds>1, 0.66, 0.33</Land_Damage_Thresholds>
		<Land_Damage_Alternates>0, 1, 2</Land_Damage_Alternates>
		<Land_Damage_SFX>null, SFX_Grenade_Detonation, SFX_Grenade_Detonation</Land_Damage_SFX>

		<Death_Clone>Damage_Cable_Attack, AT_AT_Walker_Cable_Attack_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Normal, AT_AT_Walker_Death_Clone_00</Death_Clone>
		<Death_Clone>Damage_Normal, AT_AT_Walker_Death_Clone_01</Death_Clone>
		<Death_Clone>Damage_Normal, AT_AT_Walker_Death_Clone_02</Death_Clone>

		<Vehicle_Thief_Inside_Clone>AT_AT_Walker_Captured</Vehicle_Thief_Inside_Clone>
		<Converted_To_Enemy_Die_Time_Seconds>60</Converted_To_Enemy_Die_Time_Seconds>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_AT_AT_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_AT_AT</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_AT_AT</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_AT_AT</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_AT_AT</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_AT_AT</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_AT_AT</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_AT_AT</SFXEvent_Assist_Attack>
		<SFXEvent_Unit_Lost>EHD_ATAT_Destroyed</SFXEvent_Unit_Lost>

		<Death_SFXEvent_Start_Die>Unit_AT_AT_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<!--IMPORTANT! If you modify the ability below, please make same adjustments to unit's "Captured" clone.-->
		<!--I know this is awkward, hopefully we'll get a chance to re-write the code to fix it.-Oksana-->
		<Unit_Ability>
			<Type>DEPLOY_TROOPERS</Type>
			<Recharge_Seconds>20</Recharge_Seconds>
			<Spawned_Object_Type>Veers_Deployed_Imperial_Stormtrooper_Squad</Spawned_Object_Type>
			<Max_Num_Spawned_Objects>2</Max_Num_Spawned_Objects>
			<Owner_Attachment_Bone>B_Trooper_00, B_Trooper_01, B_Trooper_02</Owner_Attachment_Bone>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Deploy_AT_AT</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Redirect_Blaster_Ability Name="EL_Heavy_Reflective_Armor_L1_Bonus">
			<Initially_Enabled>No</Initially_Enabled> <!--Must be enabled via the EL_Heavy_Reflective_Armor_L1_Upgrade-->
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.20</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>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Redirect_Blaster_Ability Name="EL_Heavy_Reflective_Armor_L2_Bonus">
			<Initially_Enabled>No</Initially_Enabled> <!--Must be enabled via the EL_Heavy_Reflective_Armor_L2_Upgrade-->
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.35</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>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</GroundVehicle>

	<GroundVehicle Name="AT_AT_Walker_REB09">
		<Variant_Of_Existing_Type>AT_AT_Walker</Variant_Of_Existing_Type>
	</GroundVehicle>

	<GroundVehicle Name="AT_AT_Walker_Captured">
		<Variant_Of_Existing_Type>AT_AT_Walker</Variant_Of_Existing_Type>
		<Icon_Name>i_button_chewbacca_atat.tga</Icon_Name>

		<!--gth this behavior list matches the AT_AT_WALKER except for the deploy troopers ability-->
		<LandBehavior>ABILITY_COUNTDOWN, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, TURRET, POWERED, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, STUNNABLE, DAMAGE_TRACKING, SQUASH</LandBehavior>

	<!--MUST have same abilities PLUS EJECT_THIEF-->
	<Unit_Abilities_Data SubObjectList="Yes">
		<!--(gth) removing the deploy troopers ability for the captured version of the AT-AT
		<Unit_Ability>
			<Type>DEPLOY_TROOPERS</Type>
			<Recharge_Seconds>20</Recharge_Seconds>
			<Spawned_Object_Type>Veers_Deployed_Imperial_Stormtrooper_Squad</Spawned_Object_Type>
			<Max_Num_Spawned_Objects>2</Max_Num_Spawned_Objects>
			<Owner_Attachment_Bone>B_Trooper_00, B_Trooper_01, B_Trooper_02</Owner_Attachment_Bone>
		</Unit_Ability>-->
		<Unit_Ability>
			<Type>EJECT_VEHICLE_THIEF</Type>
			<Recharge_Seconds>10</Recharge_Seconds> <!--time that the user can't eject thief, kicks in right away-->
		</Unit_Ability>
	</Unit_Abilities_Data>
	</GroundVehicle>

	<GroundVehicle Name="AT_AT_Walker_Cable_Attack_Death_Clone">
		<Variant_Of_Existing_Type>AT_AT_Walker</Variant_Of_Existing_Type>
		<CategoryMask>None</CategoryMask>
		<Specific_Death_Anim_Type>CA_DIE</Specific_Death_Anim_Type>
		<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>
		<LandBehavior>HIDE_WHEN_FOGGED,IMPOSING_PRESENCE</LandBehavior>

		<Custom_Hard_XExtent_Offset>15.0</Custom_Hard_XExtent_Offset>
		<Custom_Hard_XExtent>47.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>10.0</Custom_Hard_YExtent>

		<Death_Persistence_Duration>15</Death_Persistence_Duration>
		<Death_Explosions_End>Huge_Explosion_Land</Death_Explosions_End>
		<Death_SFXEvent_End_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_End_Die>
		<IsDeathCloneObstacle>true</IsDeathCloneObstacle>
		<Presence_Range>200.0</Presence_Range>
	</GroundVehicle>

	<GroundVehicle Name="AT_AT_Walker_Death_Clone_00">
		<Variant_Of_Existing_Type>AT_AT_Walker</Variant_Of_Existing_Type>
		<CategoryMask>None</CategoryMask>
		<Specific_Death_Anim_Type/>
		<Specific_Death_Anim_Index>0</Specific_Death_Anim_Index>
		<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>
		<LandBehavior>HIDE_WHEN_FOGGED,IMPOSING_PRESENCE</LandBehavior>
		<Glory_Cinematics>CAM_ATAT_Death_01.tec, CAM_ATAT_Death_02.tec, CAM_ATAT_Death_03.tec</Glory_Cinematics>

		<Custom_Hard_XExtent_Offset>15.0</Custom_Hard_XExtent_Offset>
		<Custom_Hard_XExtent>47.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>10.0</Custom_Hard_YExtent>

		<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
		<Death_Persistence_Duration>15</Death_Persistence_Duration>
		<Death_Explosions_End>Huge_Explosion_Land</Death_Explosions_End>
		<Death_SFXEvent_End_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_End_Die>
		<IsDeathCloneObstacle>true</IsDeathCloneObstacle>
		<Presence_Range>200.0</Presence_Range>
	</GroundVehicle>

	<GroundVehicle Name="AT_AT_Walker_Death_Clone_01">
		<Variant_Of_Existing_Type>AT_AT_Walker</Variant_Of_Existing_Type>
		<CategoryMask>None</CategoryMask>
		<Specific_Death_Anim_Type/>
		<Specific_Death_Anim_Index>1</Specific_Death_Anim_Index>
		<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>
		<LandBehavior>HIDE_WHEN_FOGGED,IMPOSING_PRESENCE</LandBehavior>
		<Glory_Cinematics>CAM_ATAT_Death_01.tec, CAM_ATAT_Death_02.tec, CAM_ATAT_Death_03.tec</Glory_Cinematics>

		<Custom_Hard_YExtent_Offset>-24.0</Custom_Hard_YExtent_Offset>
		<Custom_Hard_XExtent_Offset>8.0</Custom_Hard_XExtent_Offset>
		<Custom_Hard_XExtent>33.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>31.0</Custom_Hard_YExtent>

		<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
		<Death_Persistence_Duration>15</Death_Persistence_Duration>
		<Death_Explosions_End>Huge_Explosion_Land</Death_Explosions_End>
		<Death_SFXEvent_End_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_End_Die>
		<IsDeathCloneObstacle>true</IsDeathCloneObstacle>
		<Presence_Range>200.0</Presence_Range>
	</GroundVehicle>

	<GroundVehicle Name="AT_AT_Walker_Death_Clone_02">
		<Variant_Of_Existing_Type>AT_AT_Walker</Variant_Of_Existing_Type>
		<CategoryMask>None</CategoryMask>
		<Specific_Death_Anim_Type/>
		<Specific_Death_Anim_Index>2</Specific_Death_Anim_Index>
		<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>
		<LandBehavior>HIDE_WHEN_FOGGED,IMPOSING_PRESENCE</LandBehavior>
		<Glory_Cinematics>CAM_ATAT_Death_01.tec, CAM_ATAT_Death_02.tec, CAM_ATAT_Death_03.tec</Glory_Cinematics>

		<Custom_Hard_YExtent_Offset>21.0</Custom_Hard_YExtent_Offset>
		<Custom_Hard_XExtent_Offset>8.0</Custom_Hard_XExtent_Offset>
		<Custom_Hard_XExtent>33.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>36.0</Custom_Hard_YExtent>

		<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
		<Death_Persistence_Duration>15</Death_Persistence_Duration>
		<Death_Explosions_End>Huge_Explosion_Land</Death_Explosions_End>
		<Death_SFXEvent_End_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_End_Die>
		<IsDeathCloneObstacle>true</IsDeathCloneObstacle>
		<Presence_Range>200.0</Presence_Range>
	</GroundVehicle>
	
	<GroundVehicle Name="Lancet_Air_Artillery">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_LANCET</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_LANCET,
			GALYANA_CLASS_BLANK,
			STAT_E_LANCET_HULL,
			STAT_E_LANCET_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_LANCET,
			GALYANA_CLASS_BLANK,
			STAT_E_LANCET_COST,
			STAT_E_LANCET_TIME,
			STAT_E_LANCET_HULL,
			STAT_E_LANCET_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_AIRCRAFT</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>U_Ground_Vehicle_Factory T4B_Tank Heavy_Beam_Tank</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Rebel_Anti_Aircraft_Turret Underworld_Mass_Driver_Turret Canderous_Assault_Tank</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>EV_TIE_LANCET.ALO</Land_Model_Name>
		<Icon_Name>i_button_ev_tie_lancet.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>

	<!-- GUI Info -->
		<GUI_Bracket_Size>1</GUI_Bracket_Size>
		<GUI_Bounds_Scale>0.35</GUI_Bounds_Scale>

	<!-- Scale - Collision Info -->
		<Scale_Factor>1.0</Scale_Factor>
		<Select_Box_Scale>80</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Mouse_Collide_Override_Sphere_Radius>30.0</Mouse_Collide_Override_Sphere_Radius>
		<UnitCollisionClass>Vehicle</UnitCollisionClass>

	<!-- Movement Info -->
		<MovementClass>Lancet</MovementClass>
		<Max_Speed>3.2</Max_Speed>
		<Min_Speed>0.1</Min_Speed>
		<Max_Rate_Of_Turn>3.2</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>3.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>15</Bank_Turn_Angle>
		<Max_Lift>3.5</Max_Lift>
		<OverrideAcceleration>.1</OverrideAcceleration>
		<OverrideDeceleration>.1</OverrideDeceleration>

		<FormationGrouping>Solo</FormationGrouping>
		<Hover_Height>80.0</Hover_Height>
		<PathFrameDelay>4</PathFrameDelay>

		<Is_Affected_By_Gravity_Control_Field>Yes</Is_Affected_By_Gravity_Control_Field>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>

		<Wind_Disturbance_Radius>100</Wind_Disturbance_Radius>
		<Wind_Disturbance_Strength>5</Wind_Disturbance_Strength>
		<Wind_Disturbance_Sphere_Alpha>0.1</Wind_Disturbance_Sphere_Alpha>

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>65.0, 65.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Aircraft</Armor_Type>
		<Tactical_Health>190</Tactical_Health>
		<Energy_Capacity>1000</Energy_Capacity>
		<Energy_Refresh_Rate>999</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>8</Damage>
		<AI_Combat_Power>200</AI_Combat_Power>

		<Hardpoints>
			HP_Lancet_Turret_00,
			HP_Lancet_Turret_01
		</Hardpoints>

		<Land_FOW_Reveal_Range>320.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>140.0</Targeting_Max_Attack_Distance><!--This must be less than the drain life radius-->
		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Lancet_TP</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>3.0</Targeting_Stickiness_Time_Threshold>

		<Idle_Chase_Range>50.0</Idle_Chase_Range> <!--Keep the idle chase range small since Lancets don't tether-->
		<Guard_Chase_Range>50.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>50.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>50.0</Autonomous_Move_Extension_Vs_Attacker>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.055 0.055</Radar_Icon_Size>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
		<Influences_Capture_Point>False</Influences_Capture_Point>
		<Should_Reinforcements_Move>False</Should_Reinforcements_Move>

		<CategoryMask>Air | AntiStructure</CategoryMask>
		<Ranking_In_Category>6</Ranking_In_Category>
		<Space_Layer>Land</Space_Layer>

		<Weather_Category>Flying</Weather_Category>
		<Garrison_Category>Air</Garrison_Category>
		<Garrison_Value>1</Garrison_Value>

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

		<Score_Cost_Credits>50</Score_Cost_Credits>
		<Tactical_Bribe_Cost>250</Tactical_Bribe_Cost>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE, POWERED</Behavior>
		<LandBehavior>IDLE, WALK_LOCOMOTOR, REVEAL, HIDE_WHEN_FOGGED, AMBIENT_SFX, UNIT_AI, TARGETING, STUNNABLE, WIND_DISTURBANCE, DAMAGE_TRACKING, SURFACE_FX, GARRISON_UNIT</LandBehavior>
		<SurfaceFX_Name>Hover</SurfaceFX_Name>

		<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
		<Should_Cause_Limited_Turrets_To_Turn>False</Should_Cause_Limited_Turrets_To_Turn>

		<Converted_To_Enemy_Die_Time_Seconds>60</Converted_To_Enemy_Die_Time_Seconds>

		<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
		<Death_Explosions>Medium_Explosion_Land</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>Medium_Explosion_Land</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_Lancet_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Lancet</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Lancet</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Lancet</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Lancet</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Lancet</SFXEvent_Guard>
		<SFXEvent_Unit_Lost>EHD_Unit_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Moving>Unit_Lancet_Fly_By</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>7</SFXEvent_Ambient_Moving_Max_Delay_Seconds>

		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Lancet_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_Snow_Speeder_Death_SFX</Death_SFXEvent_Start_Die>

	<Abilities SubObjectList="Yes">
		<Drain_Life_Ability Name="Lancet_Drain_Life">
			<Activation_Style>Special_Attack</Activation_Style>
			<Applicable_Unit_Categories>Structure | Vehicle | Infantry | LandHero</Applicable_Unit_Categories>
			<Duration_In_Seconds>99999</Duration_In_Seconds>
			<Damage_Per_Second>25</Damage_Per_Second> <!--GUEAW: was 20-->
			<Drain_Effect_Name>Lancet_Drain_Life_Effect</Drain_Effect_Name>
			<Drain_Source_Bone_Name>HP_TRAC_BONE</Drain_Source_Bone_Name>
			<SFXEvent_Activate>Unit_Force_Lightning</SFXEvent_Activate>
			<Max_Drain_Victims>1</Max_Drain_Victims>
			<Should_Heal>No</Should_Heal>
			<Charging_Time_In_Seconds>2.0</Charging_Time_In_Seconds>
			<Drain_Radius>150.0</Drain_Radius>
			<!--<Activation_Max_Range>150.0</Activation_Max_Range>--> <!-- SoaFE: Not a needed tag -->
		</Drain_Life_Ability>
	</Abilities>
	</GroundVehicle>

	<GroundVehicle Name="TIE_Neutralizer"> <!--Air superiority fighter-->
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Unit_TIE_Neutralizer</Text_ID>
		<Encyclopedia_Text>
			Galyana_Unit_Text_TIE_Neutralizer,
			GALYANA_CLASS_BLANK,
			STAT_E_TIENEUTRALIZER_SHIELD,
			STAT_E_TIENEUTRALIZER_HULL,
			STAT_E_TIENEUTRALIZER_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Unit_Text_TIE_Neutralizer,
			GALYANA_CLASS_BLANK,
			STAT_E_TIENEUTRALIZER_COST,
			STAT_E_TIENEUTRALIZER_TIME,
			STAT_E_TIENEUTRALIZER_SHIELD,
			STAT_E_TIENEUTRALIZER_HULL,
			STAT_E_TIENEUTRALIZER_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_AIRCRAFT</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Snowspeeder MagnaGuard Scyk_Fighter</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Rebel_Anti_Aircraft_Turret Nantex_Fighter AALL6</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>TIE_Neutralizer.ALO</Land_Model_Name>
		<Icon_Name>I_BUTTON_TIE_NEUTRALIZER.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<No_Colorization_Color>60, 60, 60, 255</No_Colorization_Color>

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

	<!-- Scale - Collision Info -->
		<Mass>0.985</Mass>
		<Size_Value>15</Size_Value>
		<Scale_Factor>2.0</Scale_Factor>
		<Select_Box_Scale>40</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<!-- Tuned for landing zone deployment -->
		<Custom_Hard_XExtent>10.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>15.0</Custom_Hard_YExtent>

	<!-- Movement Info -->
		<MovementClass>Flying</MovementClass>
		<Max_Speed>4.0</Max_Speed>
		<Min_Speed>1.5</Min_Speed>
		<Max_Rate_Of_Turn>5.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>30</Bank_Turn_Angle>
		<Max_Lift>3.0</Max_Lift>
		<OverrideAcceleration>.2</OverrideAcceleration>
		<OverrideDeceleration>.2</OverrideDeceleration>

		<FormationGrouping>Solo</FormationGrouping>
		<Hover_Offset>60.0</Hover_Offset>
		<Prepare_Strafe_Height>180.0</Prepare_Strafe_Height>
		<PathFrameDelay>4</PathFrameDelay>
		<MaxFacingLookAheadFrames>5.0</MaxFacingLookAheadFrames>

		<Is_Affected_By_Gravity_Control_Field>Yes</Is_Affected_By_Gravity_Control_Field>

		<Wind_Disturbance_Radius>100</Wind_Disturbance_Radius>
		<Wind_Disturbance_Strength>5</Wind_Disturbance_Strength>
		<Wind_Disturbance_Sphere_Alpha>0.1</Wind_Disturbance_Sphere_Alpha>

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>40.0, 40.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
		<Shield_Points>60</Shield_Points>
		<Shield_Refresh_Rate>7</Shield_Refresh_Rate>
		<Armor_Type>Armor_Aircraft</Armor_Type>
		<Tactical_Health>140</Tactical_Health>
		<Energy_Capacity>1000</Energy_Capacity>
		<Energy_Refresh_Rate>999</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>8</Damage>
		<AI_Combat_Power>150</AI_Combat_Power>

		<Damage_Type>Damage_Aircraft_Cannon</Damage_Type>
		<Projectile_Types>Proj_Vehicle_AI_Laser_Green</Projectile_Types>
		<Projectile_Damage>8.0</Projectile_Damage>

		<Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.1333</Projectile_Fire_Pulse_Delay_Seconds> <!-- 4 frames -->
		<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>LandHero, 10.0</Targeting_Fire_Inaccuracy>

		<Turret_Rotate_Extent_Degrees>30.0</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>60.0</Turret_Elevate_Extent_Degrees>

		<HardPoints>HP_TIE_Neutralizer_00</HardPoints>

		<Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>300.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>0.0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Aircraft_AntiAir</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

		<Idle_Chase_Range>200.0</Idle_Chase_Range> <!--Keep the idle chase range small since TIE Neutralizers don't tether-->
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.055 0.055</Radar_Icon_Size>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Influences_Capture_Point>False</Influences_Capture_Point>

		<CategoryMask>Air | AntiStructure</CategoryMask>
		<Ranking_In_Category>6</Ranking_In_Category>
		<Space_Layer>Frigate</Space_Layer>
		<Stationary_Space_Layer>Land</Stationary_Space_Layer>

		<Weather_Category>Flying</Weather_Category>
		<Garrison_Category>Air</Garrison_Category>
		<Garrison_Value>1</Garrison_Value>

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

		<Score_Cost_Credits>70</Score_Cost_Credits>
		<Tactical_Bribe_Cost>200</Tactical_Bribe_Cost>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE, POWERED, SHIELDED</Behavior>
		<LandBehavior>ABILITY_COUNTDOWN, FLYING_LOCOMOTOR, REVEAL, HIDE_WHEN_FOGGED, AMBIENT_SFX, UNIT_AI, TARGETING, WEAPON, STUNNABLE, WIND_DISTURBANCE, DAMAGE_TRACKING, GARRISON_UNIT</LandBehavior>

		<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
		<Should_Cause_Limited_Turrets_To_Turn>False</Should_Cause_Limited_Turrets_To_Turn>

		<Converted_To_Enemy_Die_Time_Seconds>60</Converted_To_Enemy_Die_Time_Seconds>

		<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
		<Death_Explosions>Medium_Explosion_Land</Death_Explosions>
		<Remove_Upon_Death>true</Remove_Upon_Death>

		<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
		<Spin_Away_On_Death_Chance>0.15</Spin_Away_On_Death_Chance>
		<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
		<Spin_Away_On_Death_Explosion>Medium_Explosion_Land</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_Tie_Crawler_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Assault_Speeder</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Assault_Speeder</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Assault_Speeder</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Assault_Speeder</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Assault_Speeder</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Assault_Speeder</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Assault_Speeder</SFXEvent_Assist_Attack>
		<SFXEvent_Unit_Lost>EHD_Unit_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Moving>Unit_SnowSpeeder_Fly_By</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>7</SFXEvent_Ambient_Moving_Max_Delay_Seconds>

		<!--<SFXEvent_Engine_Idle_Loop>Unit_SnowSpeeder_Engine_Loop</SFXEvent_Engine_Idle_Loop>-->
		<!--<SFXEvent_Engine_Moving_Loop>Unit_SnowSpeeder_Engine_Loop</SFXEvent_Engine_Moving_Loop>-->
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_SnowSpeeder_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_Snow_Speeder_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>POWER_TO_WEAPONS</Type>
			<Expiration_Seconds>10</Expiration_Seconds>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.5f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		0.5f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,		-2.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.4f</Mod_Multiplier>
			<Recharge_Seconds>60</Recharge_Seconds>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Acclamator</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</GroundVehicle>

	<GroundVehicle Name="Scimitar_Assault_Fighter"> <!--Attacker / Long-range Bomber-->
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Unit_Scimitar</Text_ID>
		<Encyclopedia_Text>
			Galyana_Unit_Text_Scimitar,
			GALYANA_CLASS_BLANK,
			STAT_E_SCIMITAR_SHIELD,
			STAT_E_SCIMITAR_HULL,
			STAT_E_SCIMITAR_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Unit_Text_Scimitar,
			GALYANA_CLASS_BLANK,
			STAT_E_SCIMITAR_COST,
			STAT_E_SCIMITAR_TIME,
			STAT_E_SCIMITAR_SHIELD,
			STAT_E_SCIMITAR_HULL,
			STAT_E_SCIMITAR_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_AIRCRAFT</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>E_Ground_Turbolaser_Tower T4B_Tank Heavy_Beam_Tank</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Rebel_Anti_Aircraft_Turret Underworld_Flak_Turret Canderous_Assault_Tank</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>EV_SCIMITAR_BOMBER.ALO</Land_Model_Name>
		<Icon_Name>I_BUTTON_SCIMITAR.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>

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

	<!-- Scale - Collision Info -->
		<Mass>0.985</Mass>
		<Size_Value>15</Size_Value>
		<Scale_Factor>0.8</Scale_Factor>
		<Select_Box_Scale>100</Select_Box_Scale>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Mouse_Collide_Override_Sphere_Radius>30.0</Mouse_Collide_Override_Sphere_Radius>
		<UnitCollisionClass>Vehicle</UnitCollisionClass>

		<!-- Tuned for landing zone deployment -->
		<Custom_Hard_XExtent>30.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>15.0</Custom_Hard_YExtent>

	<!-- Movement Info -->
		<MovementClass>Flying</MovementClass>
		<Max_Speed>3.0</Max_Speed>
		<Min_Speed>2.0</Min_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>3.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>15</Bank_Turn_Angle>
		<Max_Lift>3.0</Max_Lift>
		<OverrideAcceleration>.1</OverrideAcceleration>
		<OverrideDeceleration>.1</OverrideDeceleration>

		<FormationGrouping>Solo</FormationGrouping>
		<FormationSpacing>1.5</FormationSpacing>
		<Hover_Offset>80.0</Hover_Offset>
		<Prepare_Strafe_Height>200.0</Prepare_Strafe_Height>
		<PathFrameDelay>4</PathFrameDelay>
		<MaxFacingLookAheadFrames>5.0</MaxFacingLookAheadFrames>

		<Is_Affected_By_Gravity_Control_Field>Yes</Is_Affected_By_Gravity_Control_Field>

		<Wind_Disturbance_Radius>100</Wind_Disturbance_Radius>
		<Wind_Disturbance_Strength>5</Wind_Disturbance_Strength>
		<Wind_Disturbance_Sphere_Alpha>0.1</Wind_Disturbance_Sphere_Alpha>

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>65.0, 65.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Aircraft</Shield_Armor_Type>
		<Shield_Points>100</Shield_Points>
		<Shield_Refresh_Rate>8</Shield_Refresh_Rate>
		<Armor_Type>Armor_Aircraft</Armor_Type>
		<Tactical_Health>300</Tactical_Health>
		<Energy_Capacity>1000</Energy_Capacity>
		<Energy_Refresh_Rate>999</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>13</Damage>
		<AI_Combat_Power>200</AI_Combat_Power>

		<Hardpoints>
			HP_Scimitar_Turret_00,
			HP_Scimitar_Missile_00
		</Hardpoints>

		<Land_FOW_Reveal_Range>400.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>550.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Aircraft_AntiStructure</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>3.0</Targeting_Stickiness_Time_Threshold>

		<Idle_Chase_Range>200.0</Idle_Chase_Range> <!--Keep the idle chase range small since Scimitars don't tether-->
		<Guard_Chase_Range>50.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>50.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>50.0</Autonomous_Move_Extension_Vs_Attacker>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.055 0.055</Radar_Icon_Size>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Influences_Capture_Point>False</Influences_Capture_Point>

		<CategoryMask>Air | AntiStructure</CategoryMask>
		<Ranking_In_Category>6</Ranking_In_Category>
		<Space_Layer>Frigate</Space_Layer>
		<Stationary_Space_Layer>Land</Stationary_Space_Layer>

		<Weather_Category>Flying</Weather_Category>
		<Garrison_Category>Air</Garrison_Category>
		<Garrison_Value>1</Garrison_Value>

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

		<Score_Cost_Credits>120</Score_Cost_Credits>
		<Tactical_Bribe_Cost>500</Tactical_Bribe_Cost>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE, POWERED, SHIELDED</Behavior>
		<LandBehavior>FLYING_LOCOMOTOR, REVEAL, HIDE_WHEN_FOGGED, AMBIENT_SFX, UNIT_AI, TARGETING, STUNNABLE, WIND_DISTURBANCE, DAMAGE_TRACKING, SURFACE_FX, GARRISON_UNIT</LandBehavior>
		<SurfaceFX_Name>Hover</SurfaceFX_Name>

		<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>
		<Should_Cause_Limited_Turrets_To_Turn>False</Should_Cause_Limited_Turrets_To_Turn>

		<Converted_To_Enemy_Die_Time_Seconds>60</Converted_To_Enemy_Die_Time_Seconds>

		<Damaged_Smoke_Asset_Name>P_Smoke_Small02.alo</Damaged_Smoke_Asset_Name>
		<Death_Explosions>Medium_Explosion_Land</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>Medium_Explosion_Land</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_Lancet_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Lancet</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Lancet</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Lancet</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Lancet</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Lancet</SFXEvent_Guard>
		<SFXEvent_Unit_Lost>EHD_Unit_Destroyed</SFXEvent_Unit_Lost>

		<SFXEvent_Ambient_Moving>Unit_Lancet_Fly_By</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>7</SFXEvent_Ambient_Moving_Max_Delay_Seconds>

		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Lancet_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_Snow_Speeder_Death_SFX</Death_SFXEvent_Start_Die>
	</GroundVehicle>

	<GroundVehicle Name="Dark_Trooper_PhaseI">
	<!-- Encyclopedia Info -->
		<LOD_Bias>10</LOD_Bias>
		<Text_ID>TEXT_UNIT_DARKTROOPER_P1</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_DARKTROOPER_P1,
			TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
			GALYANA_CLASS_BLANK,
			STAT_E_DTP1_HULL,
			STAT_E_DTP1_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_DARKTROOPER_P1,
			TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
			GALYANA_CLASS_BLANK,
			STAT_E_DTP1_COST,
			STAT_E_DTP1_TIME,
			STAT_E_DTP1_HULL,
			STAT_E_DTP1_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_DROID</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Rebel_Trooper Underworld_Merc Vornskr_Wolf</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Plex_Soldier Underworld_Disruptor_Merc Hutt_Modified_Swamp_Speeder</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>EI_DARKTROOPER_ONE.ALO</Land_Model_Name>
		<Icon_Name>i_button_ei_darktrooper_one.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

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

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>20</Size_Value>
		<Scale_Factor>1.6</Scale_Factor>
		<Select_Box_Scale>10</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Infantry</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Custom_Hard_XExtent>8.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>6.0</Custom_Hard_YExtent>
		<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>
		<Overall_Length>0.0</Overall_Length>
		<Overall_Width>0.0</Overall_Width>

		<Is_Squashable>No</Is_Squashable>
		<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>

	<!-- Movement Info -->
		<MovementClass>Infantry</MovementClass>
		<Max_Speed>1.2</Max_Speed>
		<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
		<Alternate_Max_Rate_Of_Turn>6.0</Alternate_Max_Rate_Of_Turn>
		<OverrideAcceleration>.04</OverrideAcceleration>
		<OverrideDeceleration>.04</OverrideDeceleration>

		<Rotation_Animation_Speed>20.0</Rotation_Animation_Speed>
		<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
		<Walk_Animation_Speed>.366</Walk_Animation_Speed>
		<Crouch_Animation_Speed>.537</Crouch_Animation_Speed>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>

		<MinimumPushReturnDistance>100</MinimumPushReturnDistance>
		<MaxJiggleDistance>5</MaxJiggleDistance>

		<FormationOrder>4</FormationOrder>
		<FormationGrouping>Standard</FormationGrouping>
		<FormationSpacing>0.3</FormationSpacing>
		<FormationRaggedness>2.5</FormationRaggedness>

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>12.0, 12.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Droid</Armor_Type>
		<Tactical_Health>300</Tactical_Health>

	<!-- Damage - Targeting Info -->
		<Damage>8</Damage>
		<AI_Combat_Power>50</AI_Combat_Power><!--70-->

		<Is_Stationary_When_Attacking>No</Is_Stationary_When_Attacking>
		<Projectile_Types>Proj_Dark_Trooper_Blade</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>1.2</Projectile_Fire_Recharge_Seconds> <!--1-->
		<Projectile_Appearance_Delay_Frames>20</Projectile_Appearance_Delay_Frames> <!--17-->

		<Targeting_Fire_Inaccuracy>Infantry, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>LandHero, 1.0</Targeting_Fire_Inaccuracy>

		<Land_FOW_Reveal_Range>210.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>20.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>8.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>

		<Idle_Chase_Range>50.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>200.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>180.0</Autonomous_Move_Extension_Vs_Attacker>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Has_Land_Evaluator>Yes</Has_Land_Evaluator>
		<Stealth_Capable>No</Stealth_Capable>
		<CanCellStack>Yes</CanCellStack>
		<Create_Team>No</Create_Team>
		<Deploys>No</Deploys>

		<Influences_Capture_Point>True</Influences_Capture_Point>

		<CategoryMask>Vehicle | AntiInfantry</CategoryMask>
		<Ranking_In_Category>7</Ranking_In_Category>
		<Space_Layer>Land</Space_Layer>

		<Weather_Category>Walker</Weather_Category>
		<Garrison_Category>Infantry</Garrison_Category>

		<OccupationStyle>1x1</OccupationStyle>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>3</No_Refraction_Below_Detail_Level>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Score_Cost_Credits>50</Score_Cost_Credits>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE</Behavior>
		<LandBehavior>ABILITY_COUNTDOWN, AFFECTED_BY_SHIELD, SURFACE_FX, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, TELEKINESIS_TARGET, UNIT_AI, GARRISON_UNIT</LandBehavior>
		<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>

		<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
		<Ground_Vehicle_Turret_Target>Yes</Ground_Vehicle_Turret_Target>

		<Death_Explosions>Small_Explosion_Land</Death_Explosions>
		<Death_Explosions_End>Small_Explosion_Land</Death_Explosions_End>
		<Death_Persistence_Duration>2</Death_Persistence_Duration>
		<Remove_Upon_Death>True</Remove_Upon_Death>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Dark_Trooper_Blade_Swing</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Dark_Trooper_1</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Dark_Trooper_1</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Dark_Trooper_1</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Dark_Trooper_1</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Dark_Trooper_1</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Dark_Trooper_1</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Dark_Trooper_1</SFXEvent_Assist_Attack>
		<SFXEvent_Unit_Lost/>

		<Death_SFXEvent_Start_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_Start_Die>
		<Death_SFXEvent_End_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_End_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>SPRINT</Type>
			<Expiration_Seconds>12.0</Expiration_Seconds>
			<Recharge_Seconds>35.0</Recharge_Seconds>
			<Mod_Multiplier>SPEED_MULTIPLIER,		1.5f</Mod_Multiplier>
			<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER,		0.5f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Sprint_Dark_Trooper_1</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Redirect_Blaster_Ability Name="DT1_Redirect_Blaster">
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.25</Block_Chance>
			<Reaction_Arc_In_Degrees>180.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>180.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</GroundVehicle>

<!--DARK TROOPER PHASE II: Light Vehicle-->
	<GroundVehicle Name="Dark_Trooper_PhaseII">
	<!-- Encyclopedia Info -->
		<LOD_Bias>10</LOD_Bias>
		<Text_ID>TEXT_UNIT_DARKTROOPER_P2</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_DARKTROOPER_P2,
			TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
			GALYANA_CLASS_BLANK,
			STAT_E_DTP2_HULL,
			STAT_E_DTP2_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_DARKTROOPER_P2,
			TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
			GALYANA_CLASS_BLANK,
			STAT_E_DTP2_COST,
			STAT_E_DTP2_TIME,
			STAT_E_DTP2_HULL,
			STAT_E_DTP2_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_DROID</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>MPTL Destroyer_Droid Hutt_Modified_Heavy_Skiff</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Plex_Soldier Underworld_Disruptor_Merc Medium_Tank</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>EI_DARKTROOPER_TWO.ALO</Land_Model_Name>
		<Icon_Name>i_button_ei_darktrooper_two.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

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

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>75</Size_Value>
		<Scale_Factor>1.7</Scale_Factor>
		<Select_Box_Scale>25</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Large Vehicle</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Custom_Hard_XExtent>8.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>6.0</Custom_Hard_YExtent>
		<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>
		<Overall_Length>0.0</Overall_Length>
		<Overall_Width>0.0</Overall_Width>

		<Is_Squashable>No</Is_Squashable>
		<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>

	<!-- Movement Info -->
		<Type>Walk</Type>
		<MovementClass>Infantry</MovementClass>
		<Max_Speed>1.0</Max_Speed>
		<Max_Rate_Of_Turn>20</Max_Rate_Of_Turn>
		<OverrideAcceleration>0.05</OverrideAcceleration>
		<OverrideDeceleration>0.05</OverrideDeceleration>

		<Rotation_Animation_Speed>20.0</Rotation_Animation_Speed>
		<Movement_Animation_Speed>1.0</Movement_Animation_Speed>
		<Walk_Animation_Speed>1.0</Walk_Animation_Speed>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>

		<MinimumPushReturnDistance>100</MinimumPushReturnDistance>
		<MaxJiggleDistance>5</MaxJiggleDistance>

		<!--Jetpack Settings Begin-->
		<Uses_Multiple_Locomotors>Yes</Uses_Multiple_Locomotors>
		<Primary_Locomotor_Name>WALK_LOCOMOTOR</Primary_Locomotor_Name>
		<Secondary_Locomotor_Name>JETPACK_LOCOMOTOR</Secondary_Locomotor_Name>
		<Hover_Offset>70.0</Hover_Offset>
		<Max_Lift>1.2</Max_Lift>
		<Alternate_Max_Speed>2.5</Alternate_Max_Speed>
		<SFXEvent_Engine_Moving_Loop>Unit_DT_Jet_Pack_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<!--Jetpack Settings End-->

		<FormationOrder>4</FormationOrder>
		<FormationGrouping>Standard</FormationGrouping>
		<FormationSpacing>1.0</FormationSpacing>
		<FormationRaggedness>2.5</FormationRaggedness>

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>50.0, 50.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Droid</Armor_Type>
		<Tactical_Health>450</Tactical_Health>

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

		<Projectile_Types>Proj_Infantry_Heavy_Blaster_Green</Projectile_Types>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>1.7</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 3.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 2.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>LandHero, 2.0</Targeting_Fire_Inaccuracy>

		<Land_FOW_Reveal_Range>225.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>180.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>15.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AntiVehicleStructure</Targeting_Priority_Set>

		<Idle_Chase_Range>50.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>150.0</Autonomous_Move_Extension_Vs_Attacker>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Has_Land_Evaluator>Yes</Has_Land_Evaluator>
		<Stealth_Capable>No</Stealth_Capable>
		<CanCellStack>Yes</CanCellStack>
		<Create_Team>No</Create_Team>
		<Deploys>No</Deploys>

		<Influences_Capture_Point>True</Influences_Capture_Point>

		<CategoryMask>Vehicle | AntiVehicle</CategoryMask>
		<Ranking_In_Category>7</Ranking_In_Category>
		<Space_Layer>Land</Space_Layer>

		<Weather_Category>Walker</Weather_Category>
		<Garrison_Category>Vehicle</Garrison_Category>
		<Garrison_Value>1</Garrison_Value>

		<OccupationStyle>1x1</OccupationStyle>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>3</No_Refraction_Below_Detail_Level>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Score_Cost_Credits>100</Score_Cost_Credits>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE</Behavior>
		<LandBehavior>SURFACE_FX, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, GARRISON_UNIT, ABILITY_COUNTDOWN, AFFECTED_BY_SHIELD, UNIT_AI</LandBehavior>
		<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>

		<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
		<Ground_Vehicle_Turret_Target>Yes</Ground_Vehicle_Turret_Target>

		<Death_Explosions>Small_Explosion_Land</Death_Explosions>
		<Death_Fade_Time>0.05</Death_Fade_Time>
		<Death_Persistence_Duration>0</Death_Persistence_Duration>
		<Remove_Upon_Death>True</Remove_Upon_Death>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Storm_Trooper_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Dark_Trooper_2</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Dark_Trooper_2</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Dark_Trooper_2</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Dark_Trooper_2</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Dark_Trooper_2</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Dark_Trooper_2</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Dark_Trooper_2</SFXEvent_Assist_Attack>
		<SFXEvent_Unit_Lost/>

		<Death_SFXEvent_Start_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>JET_PACK</Type>
			<Alternate_Name_Text>TEXT_TOOLTIP_DT_JETPACK</Alternate_Name_Text>
			<Alternate_Description_Text>TEXT_DT_JETPACK_DESCRIPTION</Alternate_Description_Text>
			<Recharge_Seconds>60.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name/>
			<SFXEvent_Target_Ability>Unit_DT_Jet_Pack_Takeoff</SFXEvent_Target_Ability>
			<Effective_Radius>-1.0</Effective_Radius>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Redirect_Blaster_Ability Name="DT2_Redirect_Blaster">
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.30</Block_Chance>
			<Reaction_Arc_In_Degrees>180.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>180.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
			<Applicable_Unit_Types>Destroyer_Droid, T1C_Tank, T2B_Tank, TIE_Crawler, AT_RT_Walker, AT_ST_Walker, Hutt_Modified_Swamp_Speeder, Swamp_Speeder, Swamp_Speeder_E, Swamp_Speeder_R, Swamp_Speeder_U, Swamp_Speeder_P</Applicable_Unit_Types>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</GroundVehicle>

<!--DARK TROOPER PHASE III: Anti-Structure, Heavy Armor-->
	<GroundVehicle Name="Dark_Trooper_PhaseIII">
	<!-- Encyclopedia Info -->
		<LOD_Bias>10</LOD_Bias>
		<Text_ID>TEXT_UNIT_DARKTROOPER_P3</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_DARKTROOPER_P3,
			TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
			GALYANA_CLASS_BLANK,
			STAT_E_DTP3_HULL,
			STAT_E_DTP3_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_DARKTROOPER_P3,
			TEXT_TOOLTIP_UNIT_CAPTURE_ABILITY,
			GALYANA_CLASS_BLANK,
			STAT_E_DTP3_COST,
			STAT_E_DTP3_TIME,
			STAT_E_DTP3_HULL,
			STAT_E_DTP3_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_DROID</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>T3B_Tank MZ8_Pulse_Cannon_Tank Medium_Tank</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>MPTL MAL_Rocket_Vehicle Hutt_SailBarge</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>EI_DARKTROOP_THREE.ALO</Land_Model_Name>
		<Icon_Name>i_button_ei_darktrooper_three.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

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

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>75</Size_Value>
		<Scale_Factor>1.6</Scale_Factor>
		<Select_Box_Scale>30</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Large Vehicle</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Custom_Hard_XExtent>8.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>6.0</Custom_Hard_YExtent>
		<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>
		<Overall_Length>20.0</Overall_Length> <!--Hand tweaked for vehicle pitching up and down on terrain-->
		<Overall_Width>0.0</Overall_Width> <!--0.0 means don't roll left and right on terrain-->

		<Is_Squashable>No</Is_Squashable>
		<Is_Squashable_By_Supercrusher>Yes</Is_Squashable_By_Supercrusher>

	<!-- Movement Info -->
		<MovementClass>Infantry</MovementClass>
		<Max_Speed>0.7</Max_Speed>
		<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
		<OverrideAcceleration>0.05</OverrideAcceleration>
		<OverrideDeceleration>0.05</OverrideDeceleration>

		<Rotation_Animation_Speed>15.0</Rotation_Animation_Speed>
		<Movement_Animation_Speed>0.6</Movement_Animation_Speed>
		<Walk_Animation_Speed>1.0</Walk_Animation_Speed>
		<Crouch_Animation_Speed>1.0</Crouch_Animation_Speed>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>

		<MinimumPushReturnDistance>100</MinimumPushReturnDistance>
		<MaxJiggleDistance>5</MaxJiggleDistance>

		<!--Jetpack Settings Begin-->
		<Uses_Multiple_Locomotors>Yes</Uses_Multiple_Locomotors>
		<Primary_Locomotor_Name>WALK_LOCOMOTOR</Primary_Locomotor_Name>
		<Secondary_Locomotor_Name>JETPACK_LOCOMOTOR</Secondary_Locomotor_Name>
		<Hover_Offset>70.0</Hover_Offset>
		<Max_Lift>1.0</Max_Lift>
		<Alternate_Max_Speed>1.8</Alternate_Max_Speed>
		<SFXEvent_Engine_Moving_Loop>Unit_DT_Jet_Pack_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<!--Jetpack Settings End-->

		<FormationOrder>4</FormationOrder>
		<FormationGrouping>Standard</FormationGrouping>
		<FormationSpacing>1.0</FormationSpacing>
		<FormationRaggedness>2.5</FormationRaggedness>

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>50.0, 50.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Droid</Armor_Type>
		<Tactical_Health>600</Tactical_Health>
		<Energy_Capacity>9999</Energy_Capacity>
		<Energy_Refresh_Rate>9999</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>20</Damage>
		<AI_Combat_Power>200</AI_Combat_Power>

		<HardPoints>
			HP_DarkTrooper_P3_00,
			HP_DarkTrooper_P3_01
		</HardPoints>

		<Projectile_Types>Proj_Vehicle_AV_Laser_Green</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>1.2</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 2.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 6.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 70.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 2.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>LandHero, 2.0</Targeting_Fire_Inaccuracy>

		<Turret_Rotate_Extent_Degrees>15</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>60</Turret_Elevate_Extent_Degrees>

		<Deploys>Yes</Deploys>
		<Deployment_Anim_Rate>2.5</Deployment_Anim_Rate>
		<Fire_Weapon_When_Deployed>No</Fire_Weapon_When_Deployed>
		<Fire_Weapon_When_Undeployed>Yes</Fire_Weapon_When_Undeployed>
		<Must_Face_Target_To_Attack_When_Deployed>No</Must_Face_Target_To_Attack_When_Deployed>

		<Land_FOW_Reveal_Range>250.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>240.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>20.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>Rocket_Infantry_Attack_Priority</Targeting_Priority_Set>

		<Idle_Chase_Range>50.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>150.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>200.0</Autonomous_Move_Extension_Vs_Attacker>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Has_Land_Evaluator>Yes</Has_Land_Evaluator>
		<Stealth_Capable>No</Stealth_Capable>
		<CanCellStack>Yes</CanCellStack>
		<Create_Team>No</Create_Team>

		<Influences_Capture_Point>True</Influences_Capture_Point>

		<CategoryMask>Vehicle | AntiVehicle</CategoryMask>
		<Ranking_In_Category>7</Ranking_In_Category>
		<Space_Layer>Land</Space_Layer>

		<Weather_Category>Walker</Weather_Category>
		<Garrison_Category>Vehicle</Garrison_Category>
		<Garrison_Value>1</Garrison_Value>

		<OccupationStyle>1x1</OccupationStyle>
		<No_Reflection_Below_Detail_Level>99</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>3</No_Refraction_Below_Detail_Level>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Score_Cost_Credits>150</Score_Cost_Credits>
		<Political_Control>0</Political_Control>

	<!-- Behavior - Death Info -->
		<Behavior>SELECTABLE, POWERED</Behavior>
		<LandBehavior>SURFACE_FX, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, STUNNABLE, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, TELEKINESIS_TARGET, GARRISON_UNIT, ABILITY_COUNTDOWN, AFFECTED_BY_SHIELD, UNIT_AI</LandBehavior>
		<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>

		<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>
		<Ground_Vehicle_Turret_Target>Yes</Ground_Vehicle_Turret_Target>

		<Death_Explosions>Small_Explosion_Land</Death_Explosions>
		<Death_Explosions_End>Small_Explosion_Land</Death_Explosions_End>
		<Death_Persistence_Duration>2</Death_Persistence_Duration>
		<Specific_Death_Anim_Index>1</Specific_Death_Anim_Index>
		<Remove_Upon_Death>True</Remove_Upon_Death>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Storm_Trooper_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Dark_Trooper_3</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Dark_Trooper_3</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Dark_Trooper_3</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Dark_Trooper_3</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Dark_Trooper_3</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Dark_Trooper_3</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Dark_Trooper_3</SFXEvent_Assist_Attack>
		<SFXEvent_Unit_Lost/>

		<Death_SFXEvent_Start_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_Start_Die>
		<Death_SFXEvent_End_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_End_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>DEPLOY</Type>
		</Unit_Ability>
		<Unit_Ability>
			<Type>JET_PACK</Type>
			<Alternate_Name_Text>TEXT_TOOLTIP_DT_JETPACK</Alternate_Name_Text>
			<Alternate_Description_Text>TEXT_DT_JETPACK_DESCRIPTION</Alternate_Description_Text>
			<Recharge_Seconds>60.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name/>
			<SFXEvent_Target_Ability>Unit_DT_Jet_Pack_Takeoff</SFXEvent_Target_Ability>
			<Effective_Radius>-1.0</Effective_Radius>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Redirect_Blaster_Ability Name="Phase3_Redirect_Blaster">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Take_Damage</Activation_Style>
			<Redirect_Chance>0.0</Redirect_Chance>
			<Block_Chance>0.4</Block_Chance>
			<Reaction_Arc_In_Degrees>180.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>10.0</Max_Projectile_Redirection_Angle_In_Degrees>
			<Turn_To_Face_Unblockable_Shots>No</Turn_To_Face_Unblockable_Shots>
			<Applicable_Unit_Categories>Infantry | LandHero | Vehicle | Air | Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
	</Abilities>
	</GroundVehicle>
</Data>




