<?xml version="1.0" encoding="utf-8"?>
<Data>
	<HeroUnit Name="Emperor_Palpatine">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_HERO_EMPEROR_PALPATINE</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_PALPATINE_01,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Emperor,
			GALYANA_CLASS_BLANK,
			STAT_E_PALPATINE_HULL,
			STAT_E_PALPATINE_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_PALPATINE_01,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Emperor,
			GALYANA_CLASS_BLANK,
			STAT_E_PALPATINE_COST,
			STAT_E_PALPATINE_TIME,
			STAT_E_PALPATINE_HULL,
			STAT_E_PALPATINE_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SITH_LORD</Encyclopedia_Unit_Class>

		<Land_Model_Name>EI_Palpatine.ALO</Land_Model_Name>
		<Icon_Name>i_button_emperor_palpatine.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

	<!-- GUI Info -->

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>75</Size_Value>
		<Scale_Factor>1.6</Scale_Factor>
		<Select_Box_Scale>27</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>
		<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>

		<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
		<Custom_Soft_Footprint_Radius>6.5</Custom_Soft_Footprint_Radius>

	<!-- Movement Info -->
		<Type>Walk</Type>
		<MovementClass>Infantry</MovementClass>
		<Max_Speed>1.0</Max_Speed>
		<Min_Speed>0.1</Min_Speed>
		<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
		<OverrideAcceleration>.1</OverrideAcceleration>
		<OverrideDeceleration>.25</OverrideDeceleration>

		<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>

		<MinimumPushReturnDistance>10</MinimumPushReturnDistance>

		<FormationSpacing>0.5</FormationSpacing>

		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Infantry_Hero</Armor_Type>
		<Tactical_Health>700</Tactical_Health>

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

		<!--Lightsaber holstering data begin-->
		<SFXEvent_Draw_Weapon>Unit_Light_Saber_On</SFXEvent_Draw_Weapon>
		<SFXEvent_Holster_Weapon>Unit_Light_Saber_Off</SFXEvent_Holster_Weapon>
		<Holster_Weapon_Bone_Name>b_saber</Holster_Weapon_Bone_Name>
		<Holster_Drawn_Bone_Translation>0.0, 0.0, 0.0</Holster_Drawn_Bone_Translation>
		<Holster_Holstered_Bone_Translation>0.0, -5.835, 0.0</Holster_Holstered_Bone_Translation>
		<Holster_Transition_Time_In_Secs>0.17</Holster_Transition_Time_In_Secs>
		<Holster_Minimum_Drawn_Time_In_Secs>15.0</Holster_Minimum_Drawn_Time_In_Secs>
		<Holster_Disable_Engine_Loops>Yes</Holster_Disable_Engine_Loops>

		<SFXEvent_Engine_Idle_Loop>Unit_Vader_Lightsaber_Idle_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Vader_Lightsaber_Moving_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Vader_Lightsaber_Cinematic_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<!--Lightsaber holstering data end-->

		<Is_Stationary_When_Attacking>Yes</Is_Stationary_When_Attacking>
		<Projectile_Types>Proj_Lightsaber</Projectile_Types>
<!--		<Projectile_Damage>150</Projectile_Damage>-->
		<Projectile_Fire_Recharge_Seconds>0.7</Projectile_Fire_Recharge_Seconds>
		<Projectile_Appearance_Delay_Frames>8</Projectile_Appearance_Delay_Frames>

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

		<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>20.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>

		<Idle_Chase_Range>100.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>300.0</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>
		<Is_Force_Sensitive>Yes</Is_Force_Sensitive>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Stealth_Capable>No</Stealth_Capable>
		<Target_Stealth_Units>Yes</Target_Stealth_Units>
		<CanCellStack>Yes</CanCellStack>
		<Create_Team>No</Create_Team>
		<Deploys>No</Deploys>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<CategoryMask>LandHero</CategoryMask>
		<Ranking_In_Category>1</Ranking_In_Category>
		<Space_Layer>Land</Space_Layer>

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

		<OccupationStyle>1x1</OccupationStyle>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<!-- If you want heroes to contribute to political control, use Political_Control_Bonus_Ability -->
		<Political_Faction>Empire</Political_Faction>
		<Political_Control>0</Political_Control>
		<Score_Cost_Credits>25000</Score_Cost_Credits>

	<!-- Hero Info -->
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Is_Force_Sensitive>Yes</Is_Force_Sensitive>
		<Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>
		<Selection_Blob_Material_Name>Selection_Empire_Hero</Selection_Blob_Material_Name>
		<Highlight_Blob_Material_Name>Highlight_Empire_Hero</Highlight_Blob_Material_Name>

		<Attach_To_Flagship_During_Space_Battle>Yes</Attach_To_Flagship_During_Space_Battle>
		<Stay_In_Transport_During_Ground_Battle>No</Stay_In_Transport_During_Ground_Battle>
		<Always_Spawn_In_Orbit>No</Always_Spawn_In_Orbit>

		<Neutralization_Cost>1000.0</Neutralization_Cost>
		<Can_Be_Neutralized_By_Major_Heroes>No</Can_Be_Neutralized_By_Major_Heroes>
		<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>

		<!-- Controls the range within which Palpatine has an effect on other units' animations -->
		<Presence_Range>100.0</Presence_Range>

	<!-- Behavior - Death Info -->
		<GalacticBehavior>SELECTABLE</GalacticBehavior>
		<LandBehavior>SELECTABLE, SURFACE_FX, WALK_LOCOMOTOR, IDLE, REVEAL, HIDE_WHEN_FOGGED, TARGETING, WEAPON, DAMAGE_TRACKING, UNIT_AI, ABILITY_COUNTDOWN, IMPOSING_PRESENCE, HOLSTER_WEAPON, GARRISON_UNIT</LandBehavior>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
		<Lua_Script>Palpatine</Lua_Script>

		<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>

		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>0</Death_Persistence_Duration>

	<!-- SFX Events -->
		<SFXEvent_Select>Unit_Select_Emperor</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Emperor</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Emperor</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Emperor</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Emperor</SFXEvent_Guard>
		<SFXEvent_Group_Move>Unit_Group_Move_Emperor</SFXEvent_Group_Move>
		<SFXEvent_Group_Attack>Unit_Group_Attack_Emperor</SFXEvent_Group_Attack>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Emperor</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Emperor</SFXEvent_Health_Critical_Warning>

		<Death_SFXEvent_Start_Die>Unit_Defeat_Emperor</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>FORCE_LIGHTNING</Type>
			<Recharge_Seconds>20.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name>Emperor_Force_Lightning</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
			<SFXEvent_Target_Ability>Unit_Lightning_Emperor</SFXEvent_Target_Ability>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>AREA_EFFECT_CONVERT</Type>
			<Recharge_Seconds>70.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name/><!-- GUI Command Bar support -->
			<Spawned_Object_Type>Proj_Special_Emperor_Instant_Dark_Side_Corrupt_Blast</Spawned_Object_Type>
			<SFXEvent_Target_Ability>Unit_Convert_Emperor</SFXEvent_Target_Ability>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<!-- Redirect Blaster must appear in the special ability list before Absorb Blaster -->
		<Redirect_Blaster_Ability Name="Emperor_Redirect_Blaster">
			<Activation_Style>Take_Damage</Activation_Style>
			<!-- Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage. -->
			<Redirect_Chance>0.40</Redirect_Chance>
			<Block_Chance>0.70</Block_Chance>
			<Reaction_Arc_In_Degrees>180.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>135.0</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, Vehicle, Structure, Air, LandHero</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types>
			Plex_Soldier, Squad_Plex_Soldier, Y-Wing_Bombing, MPTL, MPTL_Captured, Luke_Skywalker_Jedi, Obi_Wan_Kenobi, Luke_Skywalker, Yoda, Y-Wing_Bombing_Run,
			Underworld_Merc, Underworld_Disruptor_Merc, Vornskr_Wolf, Ewok_Handler, Ewok_Suicide_Bomber_For_Handler, MagnaGuard, Night_Sister, MAL_Rocket_Vehicle, MAL_Captured, MZ8_Pulse_Cannon_Tank, MZ8_Pulse_Cannon_Tank_Captured, Canderous_Assault_Tank, Canderous_Assault_Tank_Captured, Nantex_Fighter, Silri, Cuddles_The_Rancor, Urai_Fen, Skipray_Bombing_Run,
			Hutt_Plex_Soldier, Hutt_Sniper, Heavy_Beam_Tank, HBT_Captured, Pestelous_the_Hutt, Cuarson, Z95_Bomber_Bombing_Run,
			Imperial_Elite_Guard, Darkside_Adepts, AT_AA_Walker, AT_AA_Walker_Captured, SPMAT_Walker, SPMAT_Walker_Captured, Lancet_Air_Artillery, Scimitar_Assault_Fighter, Dark_Trooper_PhaseI, Darth_Vader, Emperor_Palpatine, TIE_Bomber_Bombing_Run,
			Pirate_Plex, Pirate_Assassin</Excluded_Unit_Types>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Absorb_Blaster_Ability Name="Emperor_Absorb_Blaster">
			<Activation_Style>Take_Damage</Activation_Style>
			<Absorb_Chance>0.5</Absorb_Chance>
			<!-- Absorb Percentage and Amount work together in the following way: -->
			<!-- Actual Amount healed = (Projectile Damage * Absorb Percentage) + Absorb Amount -->
			<!-- Either value can be zero, but at least one should be non-zero. -->
			<Damage_Absorb_Percentage>0.2</Damage_Absorb_Percentage>
			<Damage_Absorb_Amount>2</Damage_Absorb_Amount>
			<!-- We can absorb shots from the following units types (but no missiles or grenades): -->
			<Applicable_Unit_Categories>Infantry, Vehicle, Structure, Air, LandHero</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types>
			Plex_Soldier, Squad_Plex_Soldier, Y-Wing_Bombing, MPTL, MPTL_Captured, Luke_Skywalker_Jedi, Obi_Wan_Kenobi, Luke_Skywalker, Yoda, Y-Wing_Bombing_Run,
			Underworld_Merc, Underworld_Disruptor_Merc, Vornskr_Wolf, Ewok_Handler, Ewok_Suicide_Bomber_For_Handler, MagnaGuard, Night_Sister, MAL_Rocket_Vehicle, MAL_Captured, MZ8_Pulse_Cannon_Tank, MZ8_Pulse_Cannon_Tank_Captured, Canderous_Assault_Tank, Canderous_Assault_Tank_Captured, Nantex_Fighter, Silri, Cuddles_The_Rancor, Urai_Fen, Skipray_Bombing_Run,
			Hutt_Plex_Soldier, Hutt_Sniper, Heavy_Beam_Tank, HBT_Captured, Pestelous_the_Hutt, Cuarson, Z95_Bomber_Bombing_Run,
			Imperial_Elite_Guard, Darkside_Adepts, AT_AA_Walker, AT_AA_Walker_Captured, SPMAT_Walker, SPMAT_Walker_Captured, Lancet_Air_Artillery, Scimitar_Assault_Fighter, Dark_Trooper_PhaseI, Darth_Vader, Emperor_Palpatine, TIE_Bomber_Bombing_Run,
			Pirate_Plex, Pirate_Assassin</Excluded_Unit_Types>
			<SFXEvent_Activate>Unit_Force_Absorb</SFXEvent_Activate>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>2.0, 0.4, 0.4</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.5</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count/>
		</Absorb_Blaster_Ability>
		<!-- Force Lightning must come after Force Whirlwind, otherwise Force Whirlwind would never activate. -->
		<Force_Lightning_Ability Name="Emperor_Force_Lightning">
			<!--<Activation_Style>Special_Attack</Activation_Style>-->
			<Activation_Style>User_Input</Activation_Style>
			<Activation_Min_Range>0.0</Activation_Min_Range>
			<Activation_Max_Range>175.0</Activation_Max_Range>
			<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Damage_Amount>9999.0</Damage_Amount>
			<Damage_Application_Time_In_Secs>2.3893</Damage_Application_Time_In_Secs>
			<Start_Lightning_Frame_Number>8</Start_Lightning_Frame_Number>
			<Lightning_Effect_Name>Force_Lightning</Lightning_Effect_Name>	<!-- See LightningEffectTypes.xml -->
			<Lightning_Source_Bone_Name>B_HAND_L</Lightning_Source_Bone_Name>
			<Lightning_Target_Bone_Name>B_PELVIS</Lightning_Target_Bone_Name>
			<Lightning_Max_Targets>15</Lightning_Max_Targets>			<!-- How many victims will the lightning seek out, including original target -->
			<Lightning_Targets_Radius>100.0</Lightning_Targets_Radius>	<!-- How far from the original target will the lightning seek for other victims -->
			<SFXEvent_Activate>Unit_Force_Lightning</SFXEvent_Activate>
			<SFXEvent_Target_Affected/>
			<Target_Particle_Effect>Force_Lightning_Smoke</Target_Particle_Effect>
			<Target_Particle_Bone_Name>B_PELVIS</Target_Particle_Bone_Name><!-- B_FOOT_R B_FOOT_L -->
			<Target_Light_Effect_Type>Linear_Pulse</Target_Light_Effect_Type>
			<Target_Light_Effect_Color>0.3, 0.3, 0.8</Target_Light_Effect_Color>
			<Target_Light_Effect_Color2/>
			<Target_Light_Effect_Duration>2.3893</Target_Light_Effect_Duration>
			<Target_Light_Effect_Pulse_Count>25</Target_Light_Effect_Pulse_Count>
		</Force_Lightning_Ability>
		<Earthquake_Attack_Ability Name="Emperor_Attack_Structures">
			<Activation_Style>Special_Attack</Activation_Style>
			<Terminate_Effect_On_Move_Command>Yes</Terminate_Effect_On_Move_Command>
			<Activation_Min_Range>0.0</Activation_Min_Range>
			<Activation_Max_Range>250.0</Activation_Max_Range>
			<Activation_Chance>1.0</Activation_Chance>
			<Damage_Amount>4.0</Damage_Amount>
			<Damage_Percentage>0.01</Damage_Percentage>
			<Damage_Interval_In_Secs>0.3</Damage_Interval_In_Secs>
			<!-- Note: As well as matching the below Unit_Category/Unit_Type filters, the -->
			<!-- target object must also have the EARTHQUAKE_TARGET behavior attached. -->
			<Applicable_Unit_Categories>Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate/>
			<Target_Particle_Effect>Earthquake_Dust_Particles</Target_Particle_Effect>
			<Target_Particle_Bone_Name/>
		</Earthquake_Attack_Ability>
		<Combat_Bonus_Ability Name="Emperor_Space_Combat_Bonus">
			<Activation_Style>Space_Automatic</Activation_Style>
			<Unit_Strength_Category>Capital | Corvette | Frigate | Fighter</Unit_Strength_Category>
			<Applicable_Unit_Categories>Capital | Corvette | Frigate | Fighter</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types>Dummy_Barrage_Target</Excluded_Unit_Types>
			<Health_Bonus_Percentage>0.25</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
			<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
			<Shield_Bonus_Percentage>0.25</Shield_Bonus_Percentage>
			<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
			<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Combat_Bonus_Ability>
		<Combat_Bonus_Ability Name="Emperor_Land_Combat_Bonus">
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Unit_Strength_Category>Vehicle | Infantry | Air</Unit_Strength_Category>
			<Applicable_Unit_Categories>Vehicle | Infantry | Air</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Health_Bonus_Percentage>0.25</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
			<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
			<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
			<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
			<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Combat_Bonus_Ability>
		<Reduce_Production_Price_Ability Name="Emperor_Reduce_Production_Price">
			<Unit_Strength_Category/>
			<Applicable_Unit_Categories>All</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Price_Reduction_Percentage>0.10</Price_Reduction_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Reduce_Production_Price_Ability>
		<!-- Area Effect Force Corruption: Infantry Pain/Damage -->
		<Force_Healing_Ability Name="Emperor_AE_Force_Corruption">
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>70.0</Heal_Range>
			<Heal_Amount>-2.0</Heal_Amount><!-- Negative damage means inflict pain on others -->
			<Heal_Interval_In_Secs>3.0</Heal_Interval_In_Secs>
			<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types>
				Destroyer_Droid,
				HAG,
				Dark_Trooper_PhaseI,
				Dark_Trooper_PhaseII,
				Dark_Trooper_PhaseIII,
				IG-88,
				Droid_R2D2,
				Droid_C3P0,
				B1_Repairdroid,
				B1_Battledroid,
				B2_Battledroid,
				MagnaGuard
			</Excluded_Unit_Types>
			<SFXEvent_Target_Affected>Unit_Force_Corruption</SFXEvent_Target_Affected>	<!-- STUB for Frank -->
			<Target_Particle_Effect>Corrupt_Enemy</Target_Particle_Effect>
			<Target_Particle_Bone_Name>B_HEAD</Target_Particle_Bone_Name>
			<Target_Light_Effect_Type>Smooth_Pulse</Target_Light_Effect_Type>
			<Target_Light_Effect_Color>0.1, 0.1, 0.1</Target_Light_Effect_Color>
			<Target_Light_Effect_Color2/>
			<Target_Light_Effect_Duration>1.0</Target_Light_Effect_Duration>
			<Target_Light_Effect_Pulse_Count>1</Target_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Remove_Corruption_Ability Name="Emperor_Remove_Corruption">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Corruption_Removal_Cost_Multiplier>1</Corruption_Removal_Cost_Multiplier><!--1.2 means 20% more expensive than base cost, 0.8 means 20% cheaper-->				<Activation_Style>Ground_Activated</Activation_Style>
			<Corruption_Removal_Time_In_Secs>3</Corruption_Removal_Time_In_Secs><!-- Time it takes to remove corruption-->
			<Activation_Style>Ground_Activated</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<SFXEvent_Activate>EHD_Removing_Corruption</SFXEvent_Activate>
		</Remove_Corruption_Ability>
	</Abilities>
	</HeroUnit>

	<HeroCompany Name="Emperor_Palpatine_Team">
		<Text_ID>TEXT_HERO_EMPEROR_PALPATINE</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_PALPATINE_01,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Emperor,
			GALYANA_CLASS_BLANK,
			STAT_E_PALPATINE_HULL,
			STAT_E_PALPATINE_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_PALPATINE_01,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Emperor,
			GALYANA_CLASS_BLANK,
			STAT_E_PALPATINE_COST,
			STAT_E_PALPATINE_TIME,
			STAT_E_PALPATINE_HULL,
			STAT_E_PALPATINE_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SITH_LORD</Encyclopedia_Unit_Class>

		<Icon_Name>i_button_emperor_palpatine.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>1</Population_Value>

		<GUI_Row>0</GUI_Row>

		<Damage>100</Damage>
		<Score_Cost_Credits>25000</Score_Cost_Credits>

		<Build_Cost_Credits>0</Build_Cost_Credits>
		<Build_Time_Seconds>0</Build_Time_Seconds>
		<Build_Tab_Land_Units>No</Build_Tab_Land_Units>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Tech_Level>1</Tech_Level>

		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>

		<Behavior>DUMMY_GROUND_COMPANY</Behavior>
		<Is_Dummy>Yes</Is_Dummy>
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Is_Force_Sensitive>Yes</Is_Force_Sensitive>
		<Available_In_Skirmish>Yes</Available_In_Skirmish>
		<Can_Be_Only_One>True</Can_Be_Only_One>

		<CategoryMask>LandHero</CategoryMask>
		<Ranking_In_Category>1</Ranking_In_Category>

		<Company_Transport_Unit>Shuttle_Tyderium</Company_Transport_Unit>
		<Company_Units>Emperor_Palpatine</Company_Units>

		<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Emperor</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Respawn_Emperor</SFXEvent_Hero_Respawned>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Emperor</SFXEvent_Fleet_Move>

	<!--Skirmish Values Begin-->
		<Tactical_Build_Cost_Multiplayer>5800</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>45</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites>EC_Level_Four_Tech_Upgrade</Tactical_Build_Prerequisites>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
<!--		<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>-->
	<!--Skirmish Values End-->

	<Unit_Abilities_Data SubObjectList="Yes"/>

	</HeroCompany>

	<HeroUnit Name="Grand_Moff_Tarkin">
		<Text_ID>TEXT_HERO_GRAND_MOFF_TARKIN</Text_ID>
		<Encyclopedia_Text>TEXT_TOOLTIP_TARKIN_01 GALYANA_CLASS_BLANK Galyana_HeroBonus_Tarkin</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FLEET_COMMANDER</Encyclopedia_Unit_Class>

		<Icon_Name>i_button_grand_moff_tarkin.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

		<Mass>1.0</Mass>
		<Size_Value>75</Size_Value>
		<Scale_Factor>1.0</Scale_Factor>

		<Type>Walk</Type>

		<Damage>80</Damage>

		<CategoryMask>NonCombatHero</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>

		<Score_Cost_Credits>10000</Score_Cost_Credits>
		<Political_Control>0</Political_Control> <!-- must use a special ability to modify political control in order to stack correctly -->
		<Political_Faction>Empire</Political_Faction>

		<Lua_Script>Tarkin</Lua_Script>

		<Is_Named_Hero>Yes</Is_Named_Hero>

		<Attach_To_Flagship_During_Space_Battle>Yes</Attach_To_Flagship_During_Space_Battle>
		<Stay_In_Transport_During_Ground_Battle>Yes</Stay_In_Transport_During_Ground_Battle>

		<Neutralization_Cost>1500.0</Neutralization_Cost>
		<Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
		<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>

	<Abilities SubObjectList="Yes">
		<Political_Transition_Bonus_Ability Name="Tarkin_Political_Transition_Bonus">
			<Time_Reduction_Percentage>0.25</Time_Reduction_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Political_Transition_Bonus_Ability>
		<Political_Control_Protection_Ability Name="Tarkin_Political_Protection">
			<Activation_Style>Galactic_Automatic</Activation_Style>
		</Political_Control_Protection_Ability>
		<Reduce_Production_Price_Ability Name="Tarkin_Reduce_Production_Price">
			<Unit_Strength_Category/>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types>E_Ground_Research_Facility</Applicable_Unit_Types>
			<Price_Reduction_Percentage>0.25</Price_Reduction_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Reduce_Production_Price_Ability>
		<Combat_Bonus_Ability Name="Tarkin_Combat_Bonus">
			<Activation_Style>Space_Automatic</Activation_Style>
			<Unit_Strength_Category>Capital | Corvette | Frigate | Fighter</Unit_Strength_Category>
			<Applicable_Unit_Categories>Capital | Corvette | Frigate | Fighter</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types>Dummy_Barrage_Target</Excluded_Unit_Types>
			<Health_Bonus_Percentage>0.25</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.1</Damage_Bonus_Percentage>
			<Energy_Pool_Bonus_Percentage>0.1</Energy_Pool_Bonus_Percentage>
			<Shield_Bonus_Percentage>0.1</Shield_Bonus_Percentage>
			<Defense_Bonus_Percentage>0.1</Defense_Bonus_Percentage>
			<Movement_Speed_Bonus_Percentage>0.1</Movement_Speed_Bonus_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Combat_Bonus_Ability>
		<Combat_Bonus_Ability Name="Tarkin_Death_Star_Combat_Bonus">
			<Activation_Style>Space_Automatic</Activation_Style>
			<Unit_Strength_Category/>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types>Death_Star, Death_Star_II</Applicable_Unit_Types>
			<Excluded_Unit_Types/>
			<Health_Bonus_Percentage>0.0</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
			<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
			<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
			<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
			<Movement_Speed_Bonus_Percentage>0.25</Movement_Speed_Bonus_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Combat_Bonus_Ability>
		<Retreat_Prevention_Ability Name="Tarkin_Retreat_Prevention">
			<!-- maybe it should be space only? fixed - gueaw-->
			<Activation_Style>Space_Automatic</Activation_Style>
		</Retreat_Prevention_Ability>
	</Abilities>
	</HeroUnit>

	<HeroCompany Name="Grand_Moff_Tarkin_Team">
		<Text_ID>TEXT_HERO_TARKIN_TEAM</Text_ID>
		<Encyclopedia_Text>TEXT_TOOLTIP_TARKIN_01 GALYANA_CLASS_BLANK Galyana_HeroBonus_Tarkin</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FLEET_COMMANDER</Encyclopedia_Unit_Class>

		<Icon_Name>i_button_grand_moff_tarkin.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>1</Population_Value>

		<GUI_Row>0</GUI_Row>

		<Damage>60</Damage>
		<Score_Cost_Credits>10000</Score_Cost_Credits>

		<Build_Cost_Credits>0</Build_Cost_Credits>
		<Build_Time_Seconds>0</Build_Time_Seconds>
		<Build_Tab_Land_Units>No</Build_Tab_Land_Units>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Tech_Level>1</Tech_Level>

		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>

		<Behavior>DUMMY_GROUND_COMPANY</Behavior>
		<Is_Dummy>Yes</Is_Dummy>
		<Is_Named_Hero>Yes</Is_Named_Hero>

		<CategoryMask>NonCombatHero</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>

		<Company_Transport_Unit>Shuttle_Tyderium</Company_Transport_Unit>
		<Company_Units>Grand_Moff_Tarkin</Company_Units>

		<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Tarkin</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Respawn_Tarkin</SFXEvent_Hero_Respawned>
	</HeroCompany>

	<HeroUnit Name="UEAW_Sate_Pestage">
		<Text_ID>UEAW_HERO_SATE_PESTAGE</Text_ID>
		<Encyclopedia_Text>UEAW_TOOLTIP_SATE_PESTAGE</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HERO_MAJOR</Encyclopedia_Unit_Class>

		<Icon_Name>UEAW_BUTTON_SATE_PESTAGE.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

		<Mass>1.0</Mass>
		<Size_Value>75</Size_Value>
		<Scale_Factor>1.0</Scale_Factor>

		<Type>Walk</Type>

		<Damage>5</Damage>

		<CategoryMask>NonCombatHero</CategoryMask>
		<Ranking_In_Category>4</Ranking_In_Category>

		<Score_Cost_Credits>10000</Score_Cost_Credits>
		<Political_Control>0</Political_Control>
		<Political_Faction>Empire</Political_Faction>

		<Lua_Script>Tarkin</Lua_Script>

		<Is_Named_Hero>Yes</Is_Named_Hero>

		<Attach_To_Flagship_During_Space_Battle>Yes</Attach_To_Flagship_During_Space_Battle>
		<Stay_In_Transport_During_Ground_Battle>Yes</Stay_In_Transport_During_Ground_Battle>

		<Neutralization_Cost>1000.0</Neutralization_Cost>
		<Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
		<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>

	<Abilities SubObjectList="Yes">
		<Reduce_Production_Price_Ability Name="Pestage_Reduce_Production_Price">
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types>Field_Com_Empire_Team, Fleet_Com_Empire_Team</Applicable_Unit_Types>
			<Price_Reduction_Percentage>0.5</Price_Reduction_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Reduce_Production_Price_Ability>
		<Planet_Income_Gambling_Ability Name="Pestage_Gambling_Income">
			<!-- choose a new income modifier every 30 seconds -->
			<Evaluation_Interval_In_Secs>30.0</Evaluation_Interval_In_Secs>
			<!-- worst losses are -10% of the base -->
			<Min_Income_Modifier>-0.10</Min_Income_Modifier>
			<!-- best positive income is +90% of the base -->
			<Max_Income_Modifier>0.90</Max_Income_Modifier>
			<!-- 100% of the time the income will be positive -->
			<Chance_To_Win>1.00</Chance_To_Win>
		</Planet_Income_Gambling_Ability>
		<Remove_Corruption_Ability Name="Pestage_Remove_Corruption">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Corruption_Removal_Cost_Multiplier>0.5</Corruption_Removal_Cost_Multiplier><!--1.2 means 20% more expensive than base cost, 0.8 means 20% cheaper-->				<Activation_Style>Ground_Activated</Activation_Style>
			<Corruption_Removal_Time_In_Secs>2</Corruption_Removal_Time_In_Secs><!-- Time it takes to remove corruption-->
			<Causes_Despawn>No</Causes_Despawn>
			<SFXEvent_Activate>EHD_Removing_Corruption</SFXEvent_Activate>
		</Remove_Corruption_Ability>
	</Abilities>
	</HeroUnit>

	<HeroCompany Name="UEAW_Sate_Pestage_Team">
		<Text_ID>UEAW_HERO_SATE_PESTAGE</Text_ID>
		<Encyclopedia_Text>UEAW_TOOLTIP_SATE_PESTAGE</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HERO_MAJOR</Encyclopedia_Unit_Class>

		<Icon_Name>UEAW_BUTTON_SATE_PESTAGE.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>1</Population_Value>

		<GUI_Row>0</GUI_Row>

		<Damage>5</Damage>
		<Score_Cost_Credits>10000</Score_Cost_Credits>

		<Build_Cost_Credits>0</Build_Cost_Credits>
		<Build_Time_Seconds>0</Build_Time_Seconds>
		<Build_Tab_Land_Units>No</Build_Tab_Land_Units>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Tech_Level>1</Tech_Level>

		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>

		<Behavior>DUMMY_GROUND_COMPANY</Behavior>
		<Is_Dummy>Yes</Is_Dummy>
		<Is_Named_Hero>Yes</Is_Named_Hero>

		<CategoryMask>NonCombatHero</CategoryMask>
		<Ranking_In_Category>4</Ranking_In_Category>

		<Company_Transport_Unit>Shuttle_Tyderium</Company_Transport_Unit>
		<Company_Units>UEAW_Sate_Pestage</Company_Units>

		<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
	</HeroCompany>

	<!-- This special AT-AT is used by General Maximillian Veers (Empire Major Hero) during ground battles -->
	<UniqueUnit Name="Veers_AT_AT_Walker">
	<!-- Encyclopedia Info -->
		<LOD_Bias>5</LOD_Bias>
		<Text_ID>TEXT_HERO_GENERAL_VEERS_02</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_VEERS_01,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Veers,
			GALYANA_CLASS_BLANK,
			STAT_E_VEERS_HULL,
			STAT_E_VEERS_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_VEERS_01,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Veers,
			GALYANA_CLASS_BLANK,
			STAT_E_VEERS_COST,
			STAT_E_VEERS_TIME,
			STAT_E_VEERS_HULL,
			STAT_E_VEERS_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIELD_COMMANDER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>MAL_Rocket_Vehicle T2B_Tank UC_Rebel_Buildable_Anti_Vehicle_Turret</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_general_maximillian_veers.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>150</Size_Value>
		<Scale_Factor>1.8</Scale_Factor>
		<Select_Box_Scale>85</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>1750</Tactical_Health>
		<Energy_Capacity>9000</Energy_Capacity>
		<Energy_Refresh_Rate>5000</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>120</Damage>
		<AI_Combat_Power>1000</AI_Combat_Power>

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

		<Projectile_Types>Proj_Veers_AT_AT_Laser</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>1.8</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>8</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, 10.0</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>55</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>50</Turret_Elevate_Extent_Degrees>
		<Turret_Bone_Name>B_Turret</Turret_Bone_Name>
		<Turret_Rotate_Speed>2.0</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>500.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>550.0</Targeting_Max_Attack_Distance>
		<Targeting_Min_Attack_Distance>40.0</Targeting_Min_Attack_Distance>
		<Ranged_Target_Z_Adjust>70.0</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>

	<!-- 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>True</Has_Land_Evaluator>
		<Deploys>Yes</Deploys>
		<Auto_Deploys>No</Auto_Deploys>

		<CategoryMask>LandHero | Vehicle | AntiVehicle | AntiStructure | AntiAir</CategoryMask>
		<Ranking_In_Category>3</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>18000</Score_Cost_Credits>
		<Political_Control>0</Political_Control>

	<!-- Hero Info -->
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>
		<Selection_Blob_Material_Name>Selection_Empire_Hero</Selection_Blob_Material_Name>
		<Highlight_Blob_Material_Name>Highlight_Empire_Hero</Highlight_Blob_Material_Name>

		<Attach_To_Flagship_During_Space_Battle>Yes</Attach_To_Flagship_During_Space_Battle>
		<Stay_In_Transport_During_Ground_Battle>No</Stay_In_Transport_During_Ground_Battle>
		<Always_Spawn_In_Orbit>No</Always_Spawn_In_Orbit>

		<Neutralization_Cost>2500.0</Neutralization_Cost>
		<Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
		<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>

	<!-- 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 | GoodInfantryCrusher</Property_Flags>
		<Lua_Script>Veers</Lua_Script>

		<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_Normal, Veers_AT_AT_Walker_Death_Clone</Death_Clone>
		<Death_Clone>Damage_Normal_Deployed, Veers_AT_AT_Walker_Deployed_Death_Clone</Death_Clone>
		<Death_Explosions>Medium_Explosion_Land</Death_Explosions>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_AT_AT_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Veers</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Veers</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Veers</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Veers</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Veers</SFXEvent_Guard>
		<SFXEvent_Group_Move>Unit_Group_Move_Veers</SFXEvent_Group_Move>
		<SFXEvent_Group_Attack>Unit_Group_Attack_Veers</SFXEvent_Group_Attack>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Veers</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Veers</SFXEvent_Health_Critical_Warning>

		<SFXEvent_Ambient_Loop>Unit_Star_Destroyer_Idle_Engine_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Defeat_Veers</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>MAXIMUM_FIREPOWER</Type>
			<Expiration_Seconds>1</Expiration_Seconds>
			<Recharge_Seconds>70</Recharge_Seconds>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.0f</Mod_Multiplier><!-- no delay, fire continuously -->
			<GUI_Activated_Ability_Name>AT_AT_Maximum_Firepower_Attack</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
			<Projectile_Types_Override>Proj_Veers_AT_AT_Max_Power_Laser</Projectile_Types_Override>
			<Mod_Flag>ALLOW_TARGET_DIMINISHING_FIREPOWER, false</Mod_Flag>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Activate_Energy_Blast_Veers</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_Target_Ability>Unit_Target_Energy_Blast_Veers</SFXEvent_Target_Ability>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<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>4</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_Veers</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Maximum_Firepower_Attack_Ability Name="AT_AT_Maximum_Firepower_Attack">
			<Activation_Style>User_Input</Activation_Style>
			<!-- We only consider the following unit types "valid targets": -->
			<Applicable_Unit_Categories>All</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Owner_Particle_Effect>Veers_Powerup_Particle_Effect</Owner_Particle_Effect>
			<Owner_Particle_Bone_Name>powerup</Owner_Particle_Bone_Name>
			<SFXEvent_Activate>Unit_AT_AT_PowerUp</SFXEvent_Activate>
		</Maximum_Firepower_Attack_Ability>
		<Combat_Bonus_Ability Name="Veers_Combat_Bonus">
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Unit_Strength_Category>Vehicle | Infantry | Air</Unit_Strength_Category>
			<Applicable_Unit_Categories>Vehicle | Infantry | Air</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Health_Bonus_Percentage>0.25</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
			<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
			<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
			<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
			<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Combat_Bonus_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>
			<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>
		<Reduce_Production_Price_Ability Name="Veers_Reduce_Production_Price">
			<Unit_Strength_Category/>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types>Imperial_AT_RT_Scout_Squad, Imperial_AT_PT_Scout_Squad, Imperial_AT_TE_Assault_Company, Imperial_Heavy_Assault_Company, Imperial_Heavy_Scout_Squad, Imperial_Anti_Aircraft_Company, Imperial_Artillery_Corp</Applicable_Unit_Types>
			<Price_Reduction_Percentage>0.20</Price_Reduction_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Reduce_Production_Price_Ability>
		<Remove_Corruption_Ability Name="Veers_Remove_Corruption">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Ground_Activated</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<SFXEvent_Activate>EHD_Removing_Corruption</SFXEvent_Activate>
		</Remove_Corruption_Ability>
	</Abilities>
	</UniqueUnit>

	<UniqueUnit Name="Veers_AT_AT_Walker_Deployed_Death_Clone">
		<Variant_Of_Existing_Type>Veers_AT_AT_Walker</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>DEPLOYED_DIE</Specific_Death_Anim_Type>
		<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>
		<LandBehavior>HIDE_WHEN_FOGGED,LAND_OBSTACLE</LandBehavior>
		<Obstacle_Width>40.0</Obstacle_Width>
		<Obstacle_Height>40.0</Obstacle_Height>
		<Obstacle_X_Offset>0.0</Obstacle_X_Offset>
		<Obstacle_Y_Offset>-20.0</Obstacle_Y_Offset>
		<Death_Persistence_Duration>20</Death_Persistence_Duration>
		<Death_Explosions_End>Large_Explosion_Land</Death_Explosions_End>
		<Death_SFXEvent_End_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_End_Die>
		<IsDeathClone>true</IsDeathClone>
		<CategoryMask>None</CategoryMask>
	</UniqueUnit>

	<UniqueUnit Name="Veers_AT_AT_Walker_Death_Clone">
		<Variant_Of_Existing_Type>Veers_AT_AT_Walker</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type/>
		<Death_Clone_Is_Obstacle>yes</Death_Clone_Is_Obstacle>
		<LandBehavior>HIDE_WHEN_FOGGED, LAND_OBSTACLE</LandBehavior>
		<Obstacle_Width>40.0</Obstacle_Width>
		<Obstacle_Height>40.0</Obstacle_Height>
		<Obstacle_X_Offset>0.0</Obstacle_X_Offset>
		<Obstacle_Y_Offset>-20.0</Obstacle_Y_Offset>
		<Death_Persistence_Duration>20</Death_Persistence_Duration>
		<Death_Explosions_End>Large_Explosion_Land</Death_Explosions_End>
		<Death_SFXEvent_End_Die>Unit_Calamari_Death_SFX</Death_SFXEvent_End_Die>
		<IsDeathClone>true</IsDeathClone>
		<Specific_Death_Anim_Index>0</Specific_Death_Anim_Index>
		<CategoryMask>None</CategoryMask>
	</UniqueUnit>
	
	<HeroUnit Name="General_Veers"> <!-- This unit didn't need to exist so I merged it with the ATAT walker.  Variant kept for stability only -->
		<Variant_Of_Existing_Type>Veers_AT_AT_Walker</Variant_Of_Existing_Type>
	</HeroUnit>

	<HeroCompany Name="General_Veers_Team">
		<Text_ID>TEXT_HERO_VEERS_TEAM</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_VEERS_01,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Veers,
			GALYANA_CLASS_BLANK,
			STAT_E_VEERS_HULL,
			STAT_E_VEERS_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_VEERS_01,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Veers,
			GALYANA_CLASS_BLANK,
			STAT_E_VEERS_COST,
			STAT_E_VEERS_TIME,
			STAT_E_VEERS_HULL,
			STAT_E_VEERS_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIELD_COMMANDER</Encyclopedia_Unit_Class>

		<Icon_Name>i_button_general_maximillian_veers.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>1</Population_Value>

		<GUI_Row>0</GUI_Row>

		<Damage>100</Damage>
		<Score_Cost_Credits>18000</Score_Cost_Credits>

		<Build_Cost_Credits>0</Build_Cost_Credits>
		<Build_Time_Seconds>0</Build_Time_Seconds>
		<Build_Tab_Land_Units>No</Build_Tab_Land_Units>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Tech_Level>1</Tech_Level>

		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>

		<Behavior>DUMMY_GROUND_COMPANY</Behavior>
		<Is_Dummy>Yes</Is_Dummy>
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Available_In_Skirmish>Yes</Available_In_Skirmish>
		<Can_Be_Only_One>True</Can_Be_Only_One>

		<CategoryMask>LandHero</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>

		<Company_Transport_Unit>Imperial_ATAT_Barge</Company_Transport_Unit>
		<Company_Units>General_Veers</Company_Units> <!-- Needs to be General_Veers for Story Campaign -->

		<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Veers</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Respawn_Veers</SFXEvent_Hero_Respawned>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Veers</SFXEvent_Fleet_Move>

	<!--Skirmish Values Begin-->
		<Tactical_Build_Cost_Multiplayer>4000</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites>EC_Level_Four_Tech_Upgrade</Tactical_Build_Prerequisites>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
<!--		<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>-->
	<!--Skirmish Values End-->

	<Unit_Abilities_Data SubObjectList="Yes"/>
	</HeroCompany>

	<HeroUnit Name="Mara_Jade">
	<!-- Encyclopedia Info -->
		<LOD_Bias>99</LOD_Bias>
		<Text_ID>TEXT_HERO_MARA_JADE</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_MARA_JADE,
			GALYANA_CLASS_BLANK,
			STAT_E_MARA_LAND_HULL,
			STAT_E_MARA_LAND_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_MARA_JADE,
			GALYANA_CLASS_BLANK,
			STAT_E_MARA_LAND_COST,
			STAT_E_MARA_LAND_TIME,
			STAT_E_MARA_LAND_HULL,
			STAT_E_MARA_LAND_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HAND</Encyclopedia_Unit_Class>

		<Land_Model_Name>EI_MaraJade.ALO</Land_Model_Name>
		<Icon_Name>i_button_mara_jade.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

	<!-- GUI Info -->

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>75</Size_Value>
		<Scale_Factor>1.6</Scale_Factor>
		<Select_Box_Scale>27</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>
		<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>

		<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
		<Custom_Soft_Footprint_Radius>5.0</Custom_Soft_Footprint_Radius>

	<!-- Movement Info -->
		<Type>Walk</Type>
		<MovementClass>Infantry</MovementClass>
		<Max_Speed>1.0</Max_Speed>
		<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
		<OverrideAcceleration>.1</OverrideAcceleration>
		<OverrideDeceleration>.1</OverrideDeceleration>

		<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
		<Rotation_Animation_Speed>20.0</Rotation_Animation_Speed>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>

		<MinimumPushReturnDistance>10</MinimumPushReturnDistance>
		<MaxJiggleDistance>2.0</MaxJiggleDistance>

		<FormationSpacing>0.3</FormationSpacing>
		<FormationOrder>1</FormationOrder>
		<FormationRaggedness>.8</FormationRaggedness>

		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Infantry_Hero</Armor_Type>
		<Tactical_Health>500</Tactical_Health>

	<!-- Damage - Targeting Info -->
		<Damage>50</Damage>
		<AI_Combat_Power>250</AI_Combat_Power>

		<Projectile_Types>Proj_Infantry_Sniper_Green</Projectile_Types>
		<Projectile_Damage>40.0</Projectile_Damage>
		<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>2</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, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>

		<Land_FOW_Reveal_Range>250.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>100.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>

		<Idle_Chase_Range>100.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>300.0</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>
		<Stealth_Capable>No</Stealth_Capable>
		<CanCellStack>Yes</CanCellStack>
		<Create_Team>No</Create_Team>
		<Deploys>No</Deploys>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<CategoryMask>LandHero | SpaceHero</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>
		<Space_Layer>Land</Space_Layer>

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

		<OccupationStyle>1x1</OccupationStyle>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Score_Cost_Credits>10000</Score_Cost_Credits>
		<Political_Faction/> <!-- Saving Tag for future use -->
		<Political_Control>0</Political_Control>

	<!-- Hero Info -->
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Is_Force_Sensitive>Yes</Is_Force_Sensitive>
		<Play_SFXEvent_On_Sighting>False</Play_SFXEvent_On_Sighting>
		<Selection_Blob_Material_Name>Selection_Empire_Hero</Selection_Blob_Material_Name>
		<Highlight_Blob_Material_Name>Highlight_Empire_Hero</Highlight_Blob_Material_Name>

		<Attach_To_Flagship_During_Space_Battle>No</Attach_To_Flagship_During_Space_Battle>
		<Stay_In_Transport_During_Ground_Battle>No</Stay_In_Transport_During_Ground_Battle>
		<Always_Spawn_In_Orbit>No</Always_Spawn_In_Orbit>

		<Neutralization_Cost>1500.0</Neutralization_Cost>
		<Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
		<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>

		<!-- This Galactic_Influence_Range controls how far Mara Jade's System Spy ability extends -->
		<Galactic_Influence_Range>100.0</Galactic_Influence_Range>

	<!-- Behavior - Death Info -->
		<GalacticBehavior>SELECTABLE</GalacticBehavior>
		<LandBehavior>ABILITY_COUNTDOWN, DEMOLITION, SELECTABLE, SURFACE_FX, WALK_LOCOMOTOR, IDLE, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, UNIT_AI, STUNNABLE, GARRISON_UNIT</LandBehavior>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
		<Lua_Script>ObjectScript_MaraJade</Lua_Script>

		<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>

		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>0</Death_Persistence_Duration>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Storm_Trooper_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Mara_Jade</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Mara_Jade</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Mara_Jade</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Mara_Jade</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Mara_Jade</SFXEvent_Guard>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Mara_Jade</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Mara_Jade</SFXEvent_Health_Critical_Warning>

		<Death_SFXEvent_Start_Die>Unit_Defeat_Mara_Jade</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>STICKY_BOMB</Type>
			<Recharge_Seconds>26.0f</Recharge_Seconds>
			<GUI_Activated_Ability_Name>Mara_Jade_Grenade_Attack</GUI_Activated_Ability_Name>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>AREA_EFFECT_CONVERT</Type>
			<Recharge_Seconds>50.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name/><!-- GUI Command Bar support -->
			<Spawned_Object_Type>Proj_Special_Mara_Corrupt_Blast</Spawned_Object_Type>
			<SFXEvent_Target_Ability>Unit_Convert_Emperor</SFXEvent_Target_Ability>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Galactic_Stealth_Ability Name="Mara_Jade_Galactic_Stealth">
			<Evade_Detection_Chance>0.0</Evade_Detection_Chance>
		</Galactic_Stealth_Ability>
		<Remove_Corruption_Ability Name="Mara_Remove_Corruption">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Ground_Activated</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<SFXEvent_Activate>EHD_Removing_Corruption</SFXEvent_Activate>
		</Remove_Corruption_Ability>
		<System_Spy_Ability Name="Mara_Jade_System_Spy">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Galactic_Automatic</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<Duration_In_Secs>-1.0</Duration_In_Secs>
			<See_Base_Levels>Yes</See_Base_Levels>
			<See_Special_Structures>Yes</See_Special_Structures>
			<See_Minor_Stealth_Heroes>No</See_Minor_Stealth_Heroes>
			<See_Major_Stealth_Heroes>No</See_Major_Stealth_Heroes>
		</System_Spy_Ability>
		<Neutralize_Hero_Ability Name="Mara_Jade_Hero_Assasin">
			<Cost_Mod_By_Base_Level>0.0,0.0, 5.0,1.0</Cost_Mod_By_Base_Level>
			<Cost_Mod_By_Previous_Neutralizations>0.0,0.0, 1000.0,750.0</Cost_Mod_By_Previous_Neutralizations>
			<Cost_Mod_By_Planetary_Corruption_Level>0.0,0.0, 1.0,0.25</Cost_Mod_By_Planetary_Corruption_Level>
			<General_Minor_Hero_Cost_Mod>1.0</General_Minor_Hero_Cost_Mod>
			<General_Major_Hero_Cost_Mod>1.0</General_Major_Hero_Cost_Mod>
			<Owner_Respawn_Time_In_Secs>120.0, 150.0</Owner_Respawn_Time_In_Secs>
			<Target_Respawn_Time_In_Secs>240.0, 300.0</Target_Respawn_Time_In_Secs>
			<Can_Neutralize_Minor_Heroes>Yes</Can_Neutralize_Minor_Heroes>
			<Can_Neutralize_Major_Heroes>No</Can_Neutralize_Major_Heroes>
		</Neutralize_Hero_Ability>
		<Grenade_Attack_Ability Name="Mara_Jade_Grenade_Attack">
			<Activation_Style>User_Input</Activation_Style><!-- Was Special_Attack -->
			<!-- We need to be within this distance of the clicked target to consider throwing the grenade -->
			<Activation_Min_Range>5.0</Activation_Min_Range>
			<Activation_Max_Range>100.0</Activation_Max_Range>
			<Requires_Direct_Player_Command>No</Requires_Direct_Player_Command><!-- Was NO -->
			<Grenade_Type>Proj_Infantry_Hero_Sticky_Bomb</Grenade_Type>
			<Grenade_Toss_Anim>BOMBTOSS</Grenade_Toss_Anim>
			<Grenade_Spawn_Frame>12.0</Grenade_Spawn_Frame>
			<Grenade_Spawn_Bone>MuzzleB_00</Grenade_Spawn_Bone>
			<Grenade_Explode_Timer_In_Secs>8.0</Grenade_Explode_Timer_In_Secs>
			<!-- Percentage chance to activate given a certain number of valid targets in range. -->
			<!-- First number in the pair is the number of valid targets, second is the chance to activate. -->
<!--			<Activation_Chance>0,0.0, 1,1.0, 5,1.0, 500,1.0</Activation_Chance>-->
			<!-- We only consider the following unit types "valid targets": -->
			<Applicable_Unit_Categories>Vehicle, Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Bomb_Mara_Jade</SFXEvent_Activate>
		</Grenade_Attack_Ability>
	</Abilities>
	</HeroUnit>

	<HeroCompany Name="Mara_Jade_Team">
		<Text_ID>TEXT_HERO_MARA_JADE_TEAM</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_MARA_JADE,
			GALYANA_CLASS_BLANK,
			STAT_E_MARA_LAND_HULL,
			STAT_E_MARA_LAND_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_MARA_JADE,
			GALYANA_CLASS_BLANK,
			STAT_E_MARA_LAND_COST,
			STAT_E_MARA_LAND_TIME,
			STAT_E_MARA_LAND_HULL,
			STAT_E_MARA_LAND_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HERO_MAJOR</Encyclopedia_Unit_Class>

		<Icon_Name>i_button_mara_jade.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>1</Population_Value>

		<GUI_Row>0</GUI_Row>

		<Damage>50</Damage>
		<Score_Cost_Credits>9000</Score_Cost_Credits>

		<Build_Cost_Credits>0</Build_Cost_Credits>
		<Build_Time_Seconds>0</Build_Time_Seconds>
		<Build_Tab_Land_Units>No</Build_Tab_Land_Units>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Tech_Level>1</Tech_Level>

		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>

		<Behavior>DUMMY_GROUND_COMPANY</Behavior>
		<Is_Dummy>Yes</Is_Dummy>
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Is_Force_Sensitive>Yes</Is_Force_Sensitive>
		<Is_Stealth_Company>Yes</Is_Stealth_Company>
		<Available_In_Skirmish>Yes</Available_In_Skirmish>
		<Can_Be_Only_One>True</Can_Be_Only_One>

		<CategoryMask>LandHero | SpaceHero</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>

		<Company_Transport_Unit>Mara_Jade_Ship</Company_Transport_Unit>
		<Company_Units>Mara_Jade</Company_Units>

		<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Mara_Jade</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Respawn_Mara_Jade</SFXEvent_Hero_Respawned>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Mara_Jade</SFXEvent_Fleet_Move>

	<!--Skirmish Values Begin-->
		<Tactical_Build_Cost_Multiplayer>1500</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>16</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites>EC_Level_Two_Tech_Upgrade</Tactical_Build_Prerequisites>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
<!--		<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>-->
	<!--Skirmish Values End-->

	<Unit_Abilities_Data SubObjectList="Yes"/>

	</HeroCompany>

	<UniqueUnit Name="Mara_Jade_Ship">
	<!-- Encyclopedia Info -->
		<Text_ID>UEAW_UNIT_JADE_HUNTER</Text_ID>
		<Encyclopedia_Text>
			UEAW_TOOLTIP_JADE_HUNTER,
			GALYANA_CLASS_BLANK,
			STAT_E_MARAJADE_SHIELD,
			STAT_E_MARAJADE_HULL,
			STAT_E_MARAJADE_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			UEAW_TOOLTIP_JADE_HUNTER,
			GALYANA_CLASS_BLANK,
			STAT_E_MARAJADE_COST,
			STAT_E_MARAJADE_TIME,
			STAT_E_MARAJADE_SHIELD,
			STAT_E_MARAJADE_HULL,
			STAT_E_MARAJADE_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Y-Wing Z-95_Headhunter_Rebel X-wing</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Corellian_Corvette A-Wing Crusader_Gunship</Encyclopedia_Vulnerable_To>

		<Landing_Transport_Variant>Shuttle_Tyderium_Landing</Landing_Transport_Variant>
		<Space_Model_Name>EV_JADEHUNTER.ALO</Space_Model_Name>
		<Icon_Name>i_button_mara_jade.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>0</Population_Value>
		<Space_Override_Population_Value>1</Space_Override_Population_Value>

	<!-- GUI Info -->
		<GUI_Bracket_Size>0</GUI_Bracket_Size>

	<!-- Scale - Collision Info -->
		<Mass>0.98</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.7</Scale_Factor>
		<Select_Box_Scale>115</Select_Box_Scale>
		<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>200.0, 100.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>5.0</Max_Speed>
		<Min_Speed>2.0</Min_Speed>
		<Max_Rate_Of_Turn>6.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>6.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>50</Bank_Turn_Angle>
		<Max_Thrust>1.0</Max_Thrust>
		<Max_Lift>4.0</Max_Lift>
		<Begin_Turn_Towards_Distance>700.0</Begin_Turn_Towards_Distance>
		<Hover_Offset>30.0</Hover_Offset>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
		<Shield_Points>400</Shield_Points>
		<Shield_Refresh_Rate>20</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter_Hero</Armor_Type>
		<Tactical_Health>500</Tactical_Health>
		<Energy_Capacity>600</Energy_Capacity>
		<Energy_Refresh_Rate>200</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>10</Damage>
		<AI_Combat_Power>600</AI_Combat_Power>

		<HardPoints>HP_JadeHunter_Missile</HardPoints>

		<Damage_Type>Damage_Strike</Damage_Type>
		<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Green_Fast</Projectile_Types>
		<Projectile_Damage>14.0</Projectile_Damage>
		<Projectile_Fire_Pulse_Count>10</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>1</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy>Fighter, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Bomber, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Transport, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Corvette, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 10.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 5.0</Targeting_Fire_Inaccuracy>
		<Fire_Category_Restrictions>Infantry, Vehicle, Air</Fire_Category_Restrictions>

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

		<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
		<Space_FOW_Reveal_Range>800.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>600.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

	<!-- Formation Info -->
		<Formation_Priority>5</Formation_Priority>
		<Minimum_Follow_Distance>40.0</Minimum_Follow_Distance>
		<Strafe_Distance>700.0</Strafe_Distance>

		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>600.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>600.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>400.0</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>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Space_Full_Stop_Command>True</Space_Full_Stop_Command>

		<CategoryMask>Fighter | SpaceHero | AntiFighter | AntiBomber</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>
		<Ship_Class>Fighter</Ship_Class>
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

		<Score_Cost_Credits>3000</Score_Cost_Credits>
		<Political_Control>0</Political_Control>
		<Squadron_Capacity>0</Squadron_Capacity>

	<!-- Behavior - Death Info -->
		<Behavior>DUMMY_STARSHIP, TRANSPORT, POWERED, SHIELDED</Behavior>
		<SpaceBehavior>ABILITY_COUNTDOWN, LURE, FIGHTER_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, AMBIENT_SFX, UNIT_AI, NEBULA, SELECTABLE, DAMAGE_TRACKING</SpaceBehavior>
		<LandBehavior>REVEAL, HIDE_WHEN_FOGGED, IDLE</LandBehavior>

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

		<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
		<Spin_Away_On_Death_Chance>1.0</Spin_Away_On_Death_Chance>
		<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
		<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
		<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_X_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Mara_Jade</SFXEvent_Build_Complete>

		<SFXEvent_Fire>Unit_X_Wing_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Mara_Jade</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Mara_Jade</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Mara_Jade</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Mara_Jade</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Mara_Jade</SFXEvent_Guard>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Mara_Jade</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Mara_Jade</SFXEvent_Health_Critical_Warning>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>LURE</Type>
			<Effective_Radius>500</Effective_Radius>
			<Target_Types>
				Z-95_Headhunter_Rebel,
				Z95_Headhunter_Rebel_Squadron,
				V-wing_Fighter_R,
				VWing_Squadron_R,
				Pirate_Fighter_R,
				Rebel_Pirate_Fighter_Squadron,
				Cobra_R,
				Rebel_Cobra_Squadron,
				Prowler-A_R,
				Rebel_Prowler-A_Squadron,
				UEAW_EWing,
				UEAW_EWing_Squadron,
				X-Wing,
				Rebel_X-Wing_Squadron,
				A-Wing,
				A_Wing_Squadron,
				Y-Wing,
				Y-Wing_Squadron,
				Y-Wing_No_Ability,
				Y-Wing_Squadron_No_Ability,
				B-Wing,
				B-Wing_Squadron,
				Z-95_Headhunter_Empire,
				Z95_Headhunter_Empire_Squadron,
				V-wing_Fighter_E,
				VWing_Squadron_E,
				Pirate_Fighter_E,
				Empire_Pirate_Fighter_Squadron,
				Cobra_E,
				Empire_Cobra_Squadron,
				Prowler-A_E,
				Empire_Prowler-A_Squadron,
				TIE_Scout,
				TIE_Scout_Squadron,
				TIE_Fighter,
				TIE_Fighter_Squadron,
				TIE_Phantom,
				TIE_Phantom_Squadron,
				TIE_Interceptor,
				TIE_Interceptor_Squadron,
				UEAW_TIE_Advanced,
				UEAW_TIE_Advanced_Squadron,
				TIE_Bomber,
				TIE_Bomber_Squadron,
				Assault_gunboat,
				UEAW_Assault_Gunboat_Squadron,
				TIE_Defender,
				TIE_Defender_Squadron,
				Z-95_Headhunter_Underworld,
				Z95_Headhunter_Underworld_Squadron,
				Pirate_Fighter_U,
				Underworld_Pirate_Fighter_Squadron,
				Cobra_U,
				Underworld_Cobra_Squadron,
				Prowler-A_U,
				Underworld_Prowler-A_Squadron,
				A-Wing_Underworld,
				Underworld_A_Wing_Squadron,
				Starviper_Fighter,
				StarViper_Squadron,
				UEAW_Aggressor_Assault_Fighter,
				UEAW_Aggressor_Squadron,
				Skipray_Blastboat,
				Skipray_Squadron,
				TIE_Defender_Underworld,
				Underworld_TIE_Defender_Squadron,
				Hutt_V-wing_Fighter,
				Hutt_VWing_Squadron,
				Pirate_Fighter_H,
				Hutt_Pirate_Fighter_Squadron,
				Mirage_Mk2,
				Mirage_Squadron,
				Viper,
				Viper_Squadron,
				Z-95_Headhunter_Hutts,
				Z95_Headhunter_Hutts_Squadron,
				Cobra_H,
				Hutt_Cobra_Squadron,
				Prowler-A_H,
				Hutt_Prowler-A_Squadron,
				Aqulamator_Bomber,
				Aqulamator_Bomber_Squadron,
				Z-95_Headhunter,
				Z95_Headhunter_Squadron,
				V-wing_Fighter,
				VWing_Squadron_P,
				Pirate_Fighter,
				Pirate_Fighter_Squadron,
				Y-Wing_Pirate,
				Y-Wing_Pirate_Squadron,
				Cobra,
				Cobra_Squadron,
				Prowler-A,
				Prowler-A_Squadron
			</Target_Types>
			<Recharge_Seconds>60</Recharge_Seconds>
			<Expiration_Seconds>20</Expiration_Seconds>
			<Is_Pulsing>Yes</Is_Pulsing>
			<Pulse_Frequency_Secs>0.5</Pulse_Frequency_Secs>
			<Max_Number_Of_Pulses>50</Max_Number_Of_Pulses>
			<Particle_Effect>Lure_Ability_Particle</Particle_Effect>
			<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER,	0.6f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>GUI_Toggle_Lure_On</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated>GUI_Toggle_Lure_Off</SFXEvent_GUI_Unit_Ability_Deactivated>
		</Unit_Ability>
		<Unit_Ability>
			<Type>BUZZ_DROIDS</Type>
			<GUI_Activated_Ability_Name>Mara_Nav_Buoy</GUI_Activated_Ability_Name>
			<Recharge_Seconds>75</Recharge_Seconds>
			<SFXEvent_Target_Ability> </SFXEvent_Target_Ability>
			<!--Make this double the Chase_Radius in the special ability-->
			<Area_Effect_Decal_Distance>600.0</Area_Effect_Decal_Distance>
			<Alternate_Name_Text>Galyana_Ability_Deploy_Nav_Buoy</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Nav_Buoy</Alternate_Description_Text>
			<Alternate_Icon_Name>I_SA_JOIN_ME.tga</Alternate_Icon_Name>
		</Unit_Ability>
	</Unit_Abilities_Data>
	<Abilities SubObjectList="Yes">
		<Buzz_Droids_Ability Name="Mara_Nav_Buoy">
			<Activation_Style>User_Input</Activation_Style>
			<Activation_Min_Range>5</Activation_Min_Range>
			<Activation_Max_Range>400</Activation_Max_Range>
			<!--If you change Chase_Radius update Area_Effect_Decal_Distance in the unit ability-->
			<Chase_Radius>0</Chase_Radius>
			<Damage_Radius>0</Damage_Radius>
			<Enemy_Damage_Per_Second>0</Enemy_Damage_Per_Second>
			<Own_Damage_Per_Second>10</Own_Damage_Per_Second> <!-- 40sec lifespan -->
			<Activation_Time_In_Seconds>0</Activation_Time_In_Seconds>
			<Activate_SFX> </Activate_SFX>
			<Object_Type>Mara_Jade_Nav_Buoy</Object_Type>
		</Buzz_Droids_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>750</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
		<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
	</UniqueUnit>

	<UniqueUnit Name="Mara_Jade_Ship_Landing">
		<AI_Combat_Power>0</AI_Combat_Power>
		<Variant_Of_Existing_Type>Mara_Jade_Ship</Variant_Of_Existing_Type>
		<Is_Valid_Target>No</Is_Valid_Target>
		<User_Bound_Min>-700, -700, 0</User_Bound_Min>
		<User_Bound_Max>700, 700, 1500</User_Bound_Max>
		<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>
		<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
		<Scale_Factor>2.6</Scale_Factor>
	</UniqueUnit>
	
	<UniqueUnit Name="Mara_Jade_Nav_Buoy">
		<Text_ID>Galyana_Unit_Nav_Buoy</Text_ID>
		<Encyclopedia_Text>
			Galyana_Unit_Text_Nav_Buoy,
			GALYANA_CLASS_BLANK,
			STAT_E_NAVBUOY_HULL
		</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_STRUCTURE</Encyclopedia_Unit_Class>

		<Space_Model_Name>NB_NAV_BUOY.alo</Space_Model_Name>
		<Icon_Name>I_BUTTON_NAVBUOY.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>0</Population_Value>

		<GUI_Row>1</GUI_Row>

		<Mass>0.9995</Mass>
		<Size_Value>120</Size_Value>
		<Scale_Factor>0.3</Scale_Factor>
		<Select_Box_Scale>250</Select_Box_Scale>
		<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Mouse_Collide_Override_Sphere_Radius>50.0</Mouse_Collide_Override_Sphere_Radius>

		<Max_Speed>0.0</Max_Speed>
		<Min_Speed>0.0</Min_Speed>
		<MovementClass>Space</MovementClass>

		<Shield_Armor_Type/>
		<Shield_Points>0</Shield_Points>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter</Armor_Type>
		<Tactical_Health>200</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>300</Energy_Refresh_Rate>

		<Damage>1</Damage>
		<AI_Combat_Power>1</AI_Combat_Power>

<!--		<Special_Weapon_Valid_Targets>Fighter</Special_Weapon_Valid_Targets>-->

		<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.5</Dense_FOW_Reveal_Range_Multiplier>
		<Ranking_In_Category>7</Ranking_In_Category>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>

		<Behavior>DUMMY_STARSHIP, POWERED, SELECTABLE</Behavior>
		<SpaceBehavior>BUZZ_DROIDS, REVEAL, HIDE_WHEN_FOGGED, DAMAGE_TRACKING, DUMMY_TOOLTIP, IDLE, AMBIENT_SFX</SpaceBehavior>
<!--		<Lua_Script>ObjectScript_BuzzDroids</Lua_Script>-->

		<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
		<Remove_Upon_Death>True</Remove_Upon_Death>

		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Is_Valid_Target>True</Is_Valid_Target> <!--False-->
		<Influences_Capture_Point>False</Influences_Capture_Point>

		<CategoryMask>Fighter</CategoryMask>
		<Ship_Class>Fighter</Ship_Class>
		<Space_Layer>None</Space_Layer>

		<SFXEvent_Ambient_Moving> </SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>1</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>1</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Engine_Cinematic_Focus_Loop/>

		<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
	</UniqueUnit>

	<HeroUnit Name="Boba_Fett">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_HERO_BOBA_FETT</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_BOBA_FETT,
			GALYANA_CLASS_BLANK,
			STAT_E_BOBA_LAND_HULL,
			STAT_E_BOBA_LAND_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_BOBA_FETT,
			GALYANA_CLASS_BLANK,
			STAT_E_BOBA_LAND_COST,
			STAT_E_BOBA_LAND_TIME,
			STAT_E_BOBA_LAND_HULL,
			STAT_E_BOBA_LAND_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOUNTY_HUNTER</Encyclopedia_Unit_Class>

		<Land_Model_Name>EI_BobaFett.ALO</Land_Model_Name>
		<Icon_Name>i_button_boba_fett.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

	<!-- GUI Info -->
		<GUI_Bracket_Width>5</GUI_Bracket_Width>
		<GUI_Bracket_Height>0</GUI_Bracket_Height>
		<GUI_Bracket_Size>0</GUI_Bracket_Size>

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>10</Size_Value>
		<Scale_Factor>1.6</Scale_Factor>
		<Select_Box_Scale>27</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>
		<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>

		<Custom_Hard_XExtent>5.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>5.0</Custom_Hard_YExtent>
		<Custom_Soft_Footprint_Radius>6.5</Custom_Soft_Footprint_Radius>

	<!-- Movement Info -->
		<Type>Walk</Type>
		<MovementClass>Infantry</MovementClass>
		<Max_Speed>1.0</Max_Speed>
		<Min_Speed>0.1</Min_Speed>
		<Max_Rate_Of_Turn>20</Max_Rate_Of_Turn>
		<OverrideAcceleration>0.1</OverrideAcceleration>
		<OverrideDeceleration>0.1</OverrideDeceleration>

		<Rotation_Animation_Speed>10.0</Rotation_Animation_Speed>
		<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>

		<MinimumPushReturnDistance>10</MinimumPushReturnDistance>

		<FormationSpacing>0.5</FormationSpacing>

		<!--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>16.0</Hover_Offset>
		<Max_Lift>0.6</Max_Lift>
		<Alternate_Max_Speed>2.5</Alternate_Max_Speed>
		<Alternate_Max_Rate_Of_Turn>6.0</Alternate_Max_Rate_Of_Turn>
		<!--Engine loop for while Boba is flying around with his jet pack-->
		<!--Note: We do not want to do a special cinematic version, since he could also be standing around or running-->
		<SFXEvent_Engine_Moving_Loop>Unit_Jet_Pack_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<!--Jetpack Settings End-->

		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Infantry_Hero</Armor_Type>
		<Tactical_Health>500</Tactical_Health>

	<!-- Damage - Targeting Info -->
		<Damage>60</Damage>
		<AI_Combat_Power>500</AI_Combat_Power>

		<Projectile_Types>Proj_Infantry_Blaster_Green</Projectile_Types>
		<Damage_Type>Damage_Infantry_Heavy_Blaster</Damage_Type>
		<Projectile_Damage>25.0</Projectile_Damage>
		<Projectile_Fire_Recharge_Seconds>0.7</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 40.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>

		<Land_FOW_Reveal_Range>250.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>

		<Idle_Chase_Range>100.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>300.0</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>
		<Stealth_Capable>No</Stealth_Capable>
		<CanCellStack>Yes</CanCellStack>
		<Create_Team>No</Create_Team>
		<Deploys>No</Deploys>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<CategoryMask>LandHero | SpaceHero</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>
		<Space_Layer>Land</Space_Layer>

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

		<OccupationStyle>1x1</OccupationStyle>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Score_Cost_Credits>10000</Score_Cost_Credits>
		<Political_Control>0</Political_Control>

	<!-- Hero Info -->
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Is_Force_Sensitive>No</Is_Force_Sensitive>
		<Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>
		<Selection_Blob_Material_Name>Selection_Empire_Hero</Selection_Blob_Material_Name>
		<Highlight_Blob_Material_Name>Highlight_Empire_Hero</Highlight_Blob_Material_Name>

		<Attach_To_Flagship_During_Space_Battle>No</Attach_To_Flagship_During_Space_Battle>
		<Stay_In_Transport_During_Ground_Battle>No</Stay_In_Transport_During_Ground_Battle>
		<Always_Spawn_In_Orbit>Yes</Always_Spawn_In_Orbit>

		<Neutralization_Cost>1500.0</Neutralization_Cost>
		<Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
		<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>

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

		<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>

		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>0</Death_Persistence_Duration>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Storm_Trooper_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Boba_Fett</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Boba_Fett</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Boba_Fett</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Boba_Fett</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Boba_Fett</SFXEvent_Guard>
		<SFXEvent_Deploy>Unit_Deploy_Boba_Fett</SFXEvent_Deploy>
		<SFXEvent_Group_Move>Unit_Group_Move_Boba_Fett</SFXEvent_Group_Move>
		<SFXEvent_Group_Attack>Unit_Group_Attack_Boba_Fett</SFXEvent_Group_Attack>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Boba_Fett</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Boba_Fett</SFXEvent_Health_Critical_Warning>

		<!--Make Boba Fett die in a fiery explosion-->
		<!--<Death_SFXEvent_Start_Die>Unit_Defeat_Boba_Fett</Death_SFXEvent_Start_Die>-->	<!--STUBBED FOR FRANK TO REPLACE-->

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>FLAME_THROWER</Type>
			<Recharge_Seconds>28.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name>Boba_Fett_Flame_Thrower</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>JET_PACK</Type>
			<Recharge_Seconds>45.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name/><!-- GUI Command Bar support -->
			<SFXEvent_Target_Ability>Unit_Move_Boba_Fett</SFXEvent_Target_Ability>
			<!-- Disabling these, since we now want Boba to be able to fly anywhere on the map, even into FOW -->
			<!--<Area_Effect_Decal_Distance>50.0</Area_Effect_Decal_Distance>-->
			<!--<Effective_Radius>300.0</Effective_Radius>-->
			<Effective_Radius>-1.0</Effective_Radius><!-- For the Jet Pack jump, the effect radius of -1.0 means unlimited range -->
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Galactic_Stealth_Ability Name="Boba_Fett_Galactic_Stealth">
			<Evade_Detection_Chance>0.0</Evade_Detection_Chance>
		</Galactic_Stealth_Ability>
		<System_Spy_Ability Name="Boba_Fett_Limited_Spy">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Galactic_Automatic</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<Duration_In_Secs>-1.0</Duration_In_Secs>
			<See_Num_Fleets>Yes</See_Num_Fleets>
			<See_Minor_Stealth_Heroes>Yes</See_Minor_Stealth_Heroes>
			<See_Major_Stealth_Heroes>Yes</See_Major_Stealth_Heroes>
		</System_Spy_Ability>
		<Neutralize_Hero_Ability Name="Boba_Fett_Neutralize_Hero">
			<Cost_Mod_By_Base_Level>0.0,0.0, 5.0,1.0</Cost_Mod_By_Base_Level>
			<Cost_Mod_By_Previous_Neutralizations>0.0,0.0, 1000.0,750.0</Cost_Mod_By_Previous_Neutralizations>
			<Cost_Mod_By_Planetary_Corruption_Level>0.0,0.0, 1.0,0.25</Cost_Mod_By_Planetary_Corruption_Level>
			<General_Minor_Hero_Cost_Mod>1.0</General_Minor_Hero_Cost_Mod>
			<General_Major_Hero_Cost_Mod>1.0</General_Major_Hero_Cost_Mod>
			<Owner_Respawn_Time_In_Secs>120.0, 150.0</Owner_Respawn_Time_In_Secs>
			<Target_Respawn_Time_In_Secs>240.0, 300.0</Target_Respawn_Time_In_Secs>
			<Can_Neutralize_Minor_Heroes>Yes</Can_Neutralize_Minor_Heroes>
			<Can_Neutralize_Major_Heroes>Yes</Can_Neutralize_Major_Heroes>
		</Neutralize_Hero_Ability>
		<Personal_Flame_Thrower_Ability Name="Boba_Fett_Flame_Thrower">
			<Activation_Style>User_Input</Activation_Style>
			<!-- We need to be within this distance of the clicked target to consider activating the flame thrower -->
			<Activation_Min_Range>0.0</Activation_Min_Range>
			<Activation_Max_Range>100.0</Activation_Max_Range>
			<Damage_Arc_In_Degrees>90.0</Damage_Arc_In_Degrees>
			<Damage_Amount>250.0</Damage_Amount>
			<Fire_Time_In_Secs>10.0</Fire_Time_In_Secs>
			<Damage_Delay_In_Secs>0.5</Damage_Delay_In_Secs>
			<!-- We only consider the following unit types "valid targets": -->
			<Applicable_Unit_Categories>All</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Flamethrower_Fire</SFXEvent_Activate>
			<Flame_Emitter_Model_Name>p_flamethrower00</Flame_Emitter_Model_Name>
		</Personal_Flame_Thrower_Ability>
	</Abilities>
	</HeroUnit>

	<HeroUnit Name="Boba_Fett_NoStealth">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_HERO_BOBA_FETT</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_BOBA_FETT,
			GALYANA_CLASS_BLANK,
			STAT_E_BOBA_LAND_HULL,
			STAT_E_BOBA_LAND_SPEED
		</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOUNTY_HUNTER</Encyclopedia_Unit_Class>

		<Land_Model_Name>EI_BobaFett.ALO</Land_Model_Name>
		<Icon_Name>i_button_boba_fett.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

	<!-- GUI Info -->
		<GUI_Bracket_Width>5</GUI_Bracket_Width>
		<GUI_Bracket_Height>0</GUI_Bracket_Height>
		<GUI_Bracket_Size>0</GUI_Bracket_Size>

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>10</Size_Value>
		<Scale_Factor>1.6</Scale_Factor>
		<Select_Box_Scale>27</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>
		<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>

		<Custom_Hard_XExtent>5.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>5.0</Custom_Hard_YExtent>
		<Custom_Soft_Footprint_Radius>6.5</Custom_Soft_Footprint_Radius>

	<!-- Movement Info -->
		<Type>Walk</Type>
		<MovementClass>Infantry</MovementClass>
		<Max_Speed>1.0</Max_Speed>
		<Min_Speed>0.1</Min_Speed>
		<Max_Rate_Of_Turn>20</Max_Rate_Of_Turn>
		<OverrideAcceleration>0.1</OverrideAcceleration>
		<OverrideDeceleration>0.1</OverrideDeceleration>

		<Rotation_Animation_Speed>10.0</Rotation_Animation_Speed>
		<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>

		<MinimumPushReturnDistance>10</MinimumPushReturnDistance>

		<FormationSpacing>0.5</FormationSpacing>

		<!--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>16.0</Hover_Offset>
		<Max_Lift>0.6</Max_Lift>
		<Alternate_Max_Speed>2.5</Alternate_Max_Speed>
		<Alternate_Max_Rate_Of_Turn>6.0</Alternate_Max_Rate_Of_Turn>
		<!--Engine loop for while Boba is flying around with his jet pack-->
		<!--Note: We do not want to do a special cinematic version, since he could also be standing around or running-->
		<SFXEvent_Engine_Moving_Loop>Unit_Jet_Pack_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<!--Jetpack Settings End-->

		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Infantry_Hero</Armor_Type>
		<Tactical_Health>500</Tactical_Health>

	<!-- Damage - Targeting Info -->
		<Damage>60</Damage>
		<AI_Combat_Power>1000</AI_Combat_Power>

		<Projectile_Types>Proj_Infantry_Blaster_Green</Projectile_Types>
		<Projectile_Damage>35.0</Projectile_Damage>
		<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 40.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>

		<Land_FOW_Reveal_Range>250.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>

		<Idle_Chase_Range>100.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>300.0</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>
		<Stealth_Capable>No</Stealth_Capable>
		<CanCellStack>Yes</CanCellStack>
		<Create_Team>No</Create_Team>
		<Deploys>No</Deploys>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<CategoryMask>LandHero | SpaceHero</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>
		<Space_Layer>Land</Space_Layer>

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

		<OccupationStyle>1x1</OccupationStyle>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Score_Cost_Credits>10000</Score_Cost_Credits>
		<Political_Control>0</Political_Control>

	<!-- Hero Info -->
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Is_Force_Sensitive>No</Is_Force_Sensitive>
		<Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>
		<Selection_Blob_Material_Name>Selection_Empire_Hero</Selection_Blob_Material_Name>
		<Highlight_Blob_Material_Name>Highlight_Empire_Hero</Highlight_Blob_Material_Name>

		<Attach_To_Flagship_During_Space_Battle>No</Attach_To_Flagship_During_Space_Battle>
		<Stay_In_Transport_During_Ground_Battle>No</Stay_In_Transport_During_Ground_Battle>
		<Always_Spawn_In_Orbit>Yes</Always_Spawn_In_Orbit>

		<Neutralization_Cost>1500.0</Neutralization_Cost>
		<Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
		<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>

	<!-- Behavior - Death Info -->
		<GalacticBehavior>SELECTABLE</GalacticBehavior>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>

		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>0</Death_Persistence_Duration>
		<Death_Explosions>Medium_Explosion_Land</Death_Explosions>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_Storm_Trooper_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Boba_Fett</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Boba_Fett</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Boba_Fett</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Boba_Fett</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Boba_Fett</SFXEvent_Guard>
		<SFXEvent_Deploy>Unit_Deploy_Boba_Fett</SFXEvent_Deploy>

		<!--Make Boba Fett die in a fiery explosion-->
		<!--<Death_SFXEvent_Start_Die>Unit_Defeat_Boba_Fett</Death_SFXEvent_Start_Die>-->
		<Death_SFXEvent_Start_Die>Unit_AT_ST_Death_SFX</Death_SFXEvent_Start_Die>	<!-- STUBBED FOR FRANK TO REPLACE -->

	<Unit_Abilities_Data SubObjectList="Yes"/>
	<Abilities SubObjectList="Yes"/>
	</HeroUnit>

	<HeroCompany Name="Boba_Fett_Team">
		<Text_ID>TEXT_HERO_BOBA_FETT_TEAM</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_BOBA_FETT,
			GALYANA_CLASS_BLANK,
			STAT_E_BOBA_LAND_HULL,
			STAT_E_BOBA_LAND_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_BOBA_FETT,
			GALYANA_CLASS_BLANK,
			STAT_E_BOBA_LAND_COST,
			STAT_E_BOBA_LAND_TIME,
			STAT_E_BOBA_LAND_HULL,
			STAT_E_BOBA_LAND_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HERO_MAJOR</Encyclopedia_Unit_Class>

		<Icon_Name>i_button_boba_fett.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>1</Population_Value>

		<GUI_Row>0</GUI_Row>

		<Damage>80</Damage>
		<Score_Cost_Credits>10000</Score_Cost_Credits>

		<Build_Cost_Credits>0</Build_Cost_Credits>
		<Build_Time_Seconds>0</Build_Time_Seconds>
		<Build_Tab_Land_Units>No</Build_Tab_Land_Units>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Tech_Level>1</Tech_Level>

		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>

		<Behavior>DUMMY_GROUND_COMPANY</Behavior>
		<Is_Dummy>Yes</Is_Dummy>
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Is_Stealth_Company>Yes</Is_Stealth_Company>
		<Available_In_Skirmish>Yes</Available_In_Skirmish>
		<Can_Be_Only_One>True</Can_Be_Only_One>

		<CategoryMask>LandHero | SpaceHero</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>

		<Company_Transport_Unit>Slave_I</Company_Transport_Unit>
		<Company_Units>Boba_Fett</Company_Units>

		<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Boba_Fett</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Respawn_Boba_Fett</SFXEvent_Hero_Respawned>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Boba_Fett</SFXEvent_Fleet_Move>

	<!--Skirmish Values Begin-->
		<Tactical_Build_Cost_Multiplayer>1500</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>23</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
<!--		<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>-->
	<!--Skirmish Values End-->

	<Unit_Abilities_Data SubObjectList="Yes"/>

	</HeroCompany>

	<HeroCompany Name="Boba_Fett_Team_NoStealth">
		<Variant_Of_Existing_Type>Boba_Fett_Team</Variant_Of_Existing_Type>
		<Company_Units>Boba_Fett_NoStealth</Company_Units>
		<Is_Named_Hero>No</Is_Named_Hero>
		<Is_Stealth_Company>No</Is_Stealth_Company>
	</HeroCompany>

	<HeroCompany Name="Boba_Fett_Team_Land_MP">
		<Variant_Of_Existing_Type>Boba_Fett_Team</Variant_Of_Existing_Type>
		<Is_Stealth_Company>No</Is_Stealth_Company>
	</HeroCompany>

	<HeroCompany Name="Boba_Fett_Team_Space_MP">
		<Text_ID>TEXT_HERO_BOBA_FETT_TEAM</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_SLAVE_ONE,
			GALYANA_CLASS_BLANK,
			STAT_E_BOBAFETT_SHIELD,
			STAT_E_BOBAFETT_HULL,
			STAT_E_BOBAFETT_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_SLAVE_ONE,
			GALYANA_CLASS_BLANK,
			STAT_E_BOBAFETT_COST,
			STAT_E_BOBAFETT_TIME,
			STAT_E_BOBAFETT_SHIELD,
			STAT_E_BOBAFETT_HULL,
			STAT_E_BOBAFETT_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>X-wing Y-Wing Starviper_Fighter</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Corellian_Corvette Corellian_Gunboat Crusader_Gunship</Encyclopedia_Vulnerable_To>

		<Icon_Name>i_button_boba_fett.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>1</Population_Value>

		<GUI_Row>0</GUI_Row>

		<Damage>80</Damage>
		<Score_Cost_Credits>10000</Score_Cost_Credits>

		<Build_Cost_Credits>0</Build_Cost_Credits>
		<Build_Time_Seconds>0</Build_Time_Seconds>
		<Build_Tab_Land_Units>No</Build_Tab_Land_Units>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Tech_Level>1</Tech_Level>

		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>

		<Behavior>DUMMY_GROUND_COMPANY</Behavior>
		<Is_Dummy>Yes</Is_Dummy>
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Is_Stealth_Company>Yes</Is_Stealth_Company>
		<Available_In_Skirmish>Yes</Available_In_Skirmish>
		<Can_Be_Only_One>True</Can_Be_Only_One>

		<CategoryMask>LandHero | SpaceHero</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>

		<Company_Transport_Unit>Slave_I</Company_Transport_Unit>
		<Company_Units>Boba_Fett</Company_Units>

		<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Boba_Fett</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Respawn_Boba_Fett</SFXEvent_Hero_Respawned>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Boba_Fett</SFXEvent_Fleet_Move>

	<!--Skirmish Values Begin-->
		<Tactical_Build_Cost_Multiplayer>1500</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>21</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
		<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
	<!--Skirmish Values End-->

	<Unit_Abilities_Data SubObjectList="Yes"/>

	</HeroCompany>

	<!-- Slave I is used by Boba Fett (Empire Major Hero) during space battles -->
	<UniqueUnit Name="Slave_I">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_SLAVE_I</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_SLAVE_ONE,
			GALYANA_CLASS_BLANK,
			STAT_E_BOBAFETT_SHIELD,
			STAT_E_BOBAFETT_HULL,
			STAT_E_BOBAFETT_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_SLAVE_ONE,
			GALYANA_CLASS_BLANK,
			STAT_E_BOBAFETT_COST,
			STAT_E_BOBAFETT_TIME,
			STAT_E_BOBAFETT_SHIELD,
			STAT_E_BOBAFETT_HULL,
			STAT_E_BOBAFETT_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>X-wing Y-Wing Starviper_Fighter</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Corellian_Corvette Corellian_Gunboat Crusader_Gunship</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>EV_SLAVE1.ALO</Land_Model_Name>
		<Landing_Transport_Variant>Slave_I_Landing</Landing_Transport_Variant>
		<Space_Model_Name>EV_SLAVE1_SPACE.ALO</Space_Model_Name>
		<Icon_Name>i_button_boba_fett.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>0</Population_Value>
		<Space_Override_Population_Value>1</Space_Override_Population_Value>

	<!-- GUI Info -->
		<GUI_Bracket_Size>0</GUI_Bracket_Size>

	<!-- Scale - Collision Info -->
		<Mass>0.995</Mass>
		<Size_Value>120</Size_Value>
		<Scale_Factor>1.0</Scale_Factor>
		<Select_Box_Scale>80</Select_Box_Scale>
		<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>200.0, 100.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>5.5</Max_Speed>
		<Min_Speed>3.5</Min_Speed>
		<Max_Rate_Of_Turn>6.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>5.5</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>60</Bank_Turn_Angle>
		<Max_Thrust>1.0</Max_Thrust>
		<Max_Lift>5.0</Max_Lift>
		<Begin_Turn_Towards_Distance>800.0</Begin_Turn_Towards_Distance>
		<Hover_Offset>30.0</Hover_Offset>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
		<Shield_Points>200</Shield_Points>
		<Shield_Refresh_Rate>15</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter_Hero</Armor_Type>
		<Tactical_Health>1000</Tactical_Health>
		<Energy_Capacity>1050</Energy_Capacity>
		<Energy_Refresh_Rate>350</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>5</Damage>
		<AI_Combat_Power>1500</AI_Combat_Power>

		<Damage_Type>Damage_Strike</Damage_Type>
		<Projectile_Types>Proj_Ship_Medium_Laser_Cannon_Red</Projectile_Types>
		<Projectile_Damage>14.0</Projectile_Damage>
		<Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.15</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>0.0</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy>Fighter, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Bomber, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Transport, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Corvette, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 15.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 10.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 5.0</Targeting_Fire_Inaccuracy>
		<Fire_Category_Restrictions>Infantry, Vehicle, Air</Fire_Category_Restrictions>

		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Turret_Rotate_Extent_Degrees>50</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>50</Turret_Elevate_Extent_Degrees>

		<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
		<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>3.0</Targeting_Stickiness_Time_Threshold>

	<!-- Formation Info -->
		<Formation_Priority>5</Formation_Priority>
		<Minimum_Follow_Distance>40.0</Minimum_Follow_Distance>
		<Strafe_Distance>500.0</Strafe_Distance>

		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>600.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>600.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>400.0</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>
		<Victory_Relevant>Yes</Victory_Relevant>

		<CategoryMask>Fighter | SpaceHero</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>
		<Ship_Class>Fighter</Ship_Class>
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Display_Contained_Hero_Grab_Bars>True</Display_Contained_Hero_Grab_Bars>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

		<Score_Cost_Credits>8000</Score_Cost_Credits>
		<Cheap_Bribe_Cost>2500</Cheap_Bribe_Cost>

	<!-- Behavior - Death Info -->
		<Behavior>DUMMY_STARSHIP, TRANSPORT, POWERED, SHIELDED</Behavior>
		<SpaceBehavior>ABILITY_COUNTDOWN, FIGHTER_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, AMBIENT_SFX, UNIT_AI, NEBULA, SELECTABLE, DAMAGE_TRACKING</SpaceBehavior>
		<LandBehavior>REVEAL, HIDE_WHEN_FOGGED, IDLE</LandBehavior>
		<Lua_Script>Slave_I</Lua_Script>

		<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Explosions>Medium_Explosion_Space_Empire</Death_Explosions>
		<Death_Clone>Damage_Normal, Slave_I_Death_Clone</Death_Clone>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Boba_Fett</SFXEvent_Build_Complete>

		<SFXEvent_Fire>Unit_Slave_1_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Ship_Boba_Fett</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Ship_Boba_Fett</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Boba_Fett</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Ship_Boba_Fett</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Boba_Fett</SFXEvent_Guard>
		<SFXEvent_Deploy>Unit_Deploy_Boba_Fett</SFXEvent_Deploy>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Boba_Fett</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Boba_Fett</SFXEvent_Health_Critical_Warning>

		<SFXEvent_Ambient_Moving>Unit_Slave1_Fly_By</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>

		<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>HARMONIC_BOMB</Type>
			<Recharge_Seconds>25</Recharge_Seconds>
			<Spawned_Object_Type>Proj_Harmonic_Bomb_Slave_I</Spawned_Object_Type>
			<Bomb_Countdown_Seconds>1.5</Bomb_Countdown_Seconds><!-- AI 8.12 -->
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Ability_Boba_Fett</SFXEvent_GUI_Unit_Ability_Activated>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<!--Skirmish Values Begin-->
		<Tactical_Build_Cost_Multiplayer>1500</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>21</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
		<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
	<!--Skirmish Values End-->
	</UniqueUnit>

	<UniqueUnit Name="Slave_I_Death_Clone">
		<Text_ID>TEXT_UNIT_SLAVE_I</Text_ID>
		<Space_Model_Name>EV_Slave1_space_D.alo</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
		<Scale_Factor>0.85</Scale_Factor>
		<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
		<Max_Speed>0.25</Max_Speed>
		<Max_Rate_Of_Turn>0.02</Max_Rate_Of_Turn>
		<Max_Thrust>0.05</Max_Thrust>
		<Max_Rate_Of_Roll>0.02</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>5</Bank_Turn_Angle>
		<Remove_Upon_Death>true</Remove_Upon_Death>
	</UniqueUnit>

	<UniqueUnit Name="Slave_I_Landing">
		<Variant_Of_Existing_Type>Slave_I</Variant_Of_Existing_Type>
		<Is_Valid_Target>No</Is_Valid_Target>
		<Scale_Factor>3</Scale_Factor>
		<User_Bound_Min>-700, -700, 0</User_Bound_Min>
		<User_Bound_Max>700, 700, 1500</User_Bound_Max>
		<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
	</UniqueUnit>

	<UniqueUnit Name="Slave_I_Ground_Prop">
		<Variant_Of_Existing_Type>Slave_I</Variant_Of_Existing_Type>
		<Is_Valid_Target>No</Is_Valid_Target>
		<Scale_Factor>3</Scale_Factor>
		<User_Bound_Min>-700, -700, 0</User_Bound_Min>
		<User_Bound_Max>700, 700, 1500</User_Bound_Max>
		<LandBehavior>REVEAL,IDLE</LandBehavior>
	</UniqueUnit>

	<HeroUnit Name="Darth_Vader">
	<!-- Encyclopedia Info -->
		<LOD_Bias>99</LOD_Bias>
		<Text_ID>TEXT_HERO_DARTH_VADER</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_DARTH_VADER,
			GALYANA_CLASS_BLANK,
			STAT_E_VADER_LAND_HULL,
			STAT_E_VADER_LAND_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_DARTH_VADER,
			GALYANA_CLASS_BLANK,
			STAT_E_VADER_LAND_COST,
			STAT_E_VADER_LAND_TIME,
			STAT_E_VADER_LAND_HULL,
			STAT_E_VADER_LAND_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SITH_LORD</Encyclopedia_Unit_Class>

		<Land_Model_Name>EI_VADER.ALO</Land_Model_Name>
		<Icon_Name>i_button_darth_vader.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

	<!-- GUI Info -->

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>10</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<Select_Box_Scale>32</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>
		<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>

		<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
		<Custom_Soft_Footprint_Radius>6.5</Custom_Soft_Footprint_Radius>

	<!-- Movement Info -->
		<Type>Walk</Type>
		<MovementClass>Infantry</MovementClass>
		<Max_Speed>1.0</Max_Speed>
		<Min_Speed>0.1</Min_Speed>
		<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
		<OverrideAcceleration>.1</OverrideAcceleration>
		<OverrideDeceleration>.1</OverrideDeceleration>

		<Movement_Animation_Speed>1.0</Movement_Animation_Speed>
		<Walk_Animation_Speed>0.42</Walk_Animation_Speed>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>

		<MinimumPushReturnDistance>10</MinimumPushReturnDistance>

		<FormationOrder>1</FormationOrder>
		<FormationSpacing>0.5</FormationSpacing>

		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Infantry_Hero</Armor_Type>
		<Tactical_Health>650</Tactical_Health>

	<!-- Damage - Targeting Info -->
		<Damage>100</Damage>
		<AI_Combat_Power>500</AI_Combat_Power>

		<!--Lightsaber holstering data begin-->
		<SFXEvent_Draw_Weapon>Unit_Light_Saber_On</SFXEvent_Draw_Weapon>
		<SFXEvent_Holster_Weapon>Unit_Light_Saber_Off</SFXEvent_Holster_Weapon>
		<Holster_Weapon_Bone_Name>b_saber</Holster_Weapon_Bone_Name>
		<Holster_Drawn_Bone_Translation>0.0, 0.0, 0.0</Holster_Drawn_Bone_Translation>
		<Holster_Holstered_Bone_Translation>0.0, 4.365, 0.0</Holster_Holstered_Bone_Translation>
		<Holster_Transition_Time_In_Secs>0.17</Holster_Transition_Time_In_Secs>
		<Holster_Minimum_Drawn_Time_In_Secs>15.0</Holster_Minimum_Drawn_Time_In_Secs>
		<Holster_Disable_Engine_Loops>Yes</Holster_Disable_Engine_Loops>

		<SFXEvent_Engine_Idle_Loop>Unit_Vader_Lightsaber_Idle_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Vader_Lightsaber_Moving_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Vader_Lightsaber_Cinematic_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<!--Lightsaber holstering data end-->

		<Is_Stationary_When_Attacking>Yes</Is_Stationary_When_Attacking>
		<Projectile_Types>Proj_Lightsaber_Vader</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>
		<Projectile_Appearance_Delay_Frames>10</Projectile_Appearance_Delay_Frames>

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

		<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>20.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>

		<Idle_Chase_Range>100.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>300.0</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>
		<Is_Force_Sensitive>Yes</Is_Force_Sensitive>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Stealth_Capable>No</Stealth_Capable>
		<Target_Stealth_Units>Yes</Target_Stealth_Units>
		<CanCellStack>Yes</CanCellStack>
		<Create_Team>No</Create_Team>
		<Deploys>No</Deploys>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<CategoryMask>LandHero | SpaceHero</CategoryMask>
		<Ranking_In_Category>2</Ranking_In_Category>
		<Space_Layer>Land</Space_Layer>

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

		<OccupationStyle>1x1</OccupationStyle>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Political_Control>0</Political_Control>
		<Score_Cost_Credits>10000</Score_Cost_Credits>

	<!-- Hero Info -->
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Is_Force_Sensitive>Yes</Is_Force_Sensitive>
		<Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>
		<Selection_Blob_Material_Name>Selection_Empire_Hero</Selection_Blob_Material_Name>
		<Highlight_Blob_Material_Name>Highlight_Empire_Hero</Highlight_Blob_Material_Name>

		<Attach_To_Flagship_During_Space_Battle>No</Attach_To_Flagship_During_Space_Battle>
		<Stay_In_Transport_During_Ground_Battle>No</Stay_In_Transport_During_Ground_Battle>
		<Always_Spawn_In_Orbit>Yes</Always_Spawn_In_Orbit>

		<Neutralization_Cost>4000.0</Neutralization_Cost>
		<Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
		<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>

		<!-- Controls the range within which Palpatine has an effect on other units' animations -->
		<Presence_Range>100.0</Presence_Range>
		<!-- This Galactic_Influence_Range controls how far Vader's System Spy ability extends -->
		<Galactic_Influence_Range>100.0</Galactic_Influence_Range>
		<Hyperspace_Fleet_Reveal_Range>75.0</Hyperspace_Fleet_Reveal_Range>
		<!--AJA said to set it up this way...-->
		<Unique_Space_Unit>TIE_Prototype</Unique_Space_Unit>

	<!-- Behavior - Death Info -->
		<GalacticBehavior>SELECTABLE</GalacticBehavior>
		<LandBehavior>SELECTABLE, SURFACE_FX, WALK_LOCOMOTOR, IDLE, REVEAL, HIDE_WHEN_FOGGED, TARGETING, WEAPON, DAMAGE_TRACKING, UNIT_AI, ABILITY_COUNTDOWN, IMPOSING_PRESENCE, HOLSTER_WEAPON, GARRISON_UNIT</LandBehavior>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
		<Lua_Script>DarthVader</Lua_Script>

		<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>

		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>0</Death_Persistence_Duration>

	<!-- SFX Events -->
		<SFXEvent_Select>Unit_Select_Vader</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Vader</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Vader</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Vader</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Vader</SFXEvent_Guard>
		<SFXEvent_Group_Move>Unit_Group_Move_Vader</SFXEvent_Group_Move>
		<SFXEvent_Group_Attack>Unit_Group_Attack_Vader</SFXEvent_Group_Attack>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Vader</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Vader</SFXEvent_Health_Critical_Warning>

		<SFXEvent_Ambient_Moving>Ambient_Vader_Random_Breath</SFXEvent_Ambient_Moving>

		<Death_SFXEvent_Start_Die>Unit_Defeat_Vader</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>FORCE_TELEKINESIS</Type>
			<Recharge_Seconds>30.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name>Vader_Force_Telekinesis</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
			<SFXEvent_Target_Ability>Unit_Lift_Vader</SFXEvent_Target_Ability>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>FORCE_WHIRLWIND</Type>
			<Recharge_Seconds>25.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name>Vader_Force_Whirlwind</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
			<Effective_Radius>500.0</Effective_Radius>
			<Spawned_Object_Type>Force_Whirlwind_Particles</Spawned_Object_Type>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<!-- Redirect Blaster must appear in the special ability list before Absorb Blaster -->
		<Redirect_Blaster_Ability Name="Vader_Redirect_Blaster">
			<Activation_Style>Take_Damage</Activation_Style>
			<!-- Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage. -->
			<Redirect_Chance>0.60</Redirect_Chance>
			<Block_Chance>0.70</Block_Chance>
			<Reaction_Arc_In_Degrees>180.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>135.0</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 (but no missiles or grenades): -->
			<Applicable_Unit_Categories>Infantry, Vehicle, Structure, Air, LandHero</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types>
			Plex_Soldier, Squad_Plex_Soldier, Y-Wing_Bombing, MPTL, MPTL_Captured, Luke_Skywalker_Jedi, Obi_Wan_Kenobi, Luke_Skywalker, Yoda, Y-Wing_Bombing_Run,
			Underworld_Merc, Underworld_Disruptor_Merc, Vornskr_Wolf, Ewok_Handler, Ewok_Suicide_Bomber_For_Handler, MagnaGuard, Night_Sister, MAL_Rocket_Vehicle, MAL_Captured, MZ8_Pulse_Cannon_Tank, MZ8_Pulse_Cannon_Tank_Captured, Canderous_Assault_Tank, Canderous_Assault_Tank_Captured, Nantex_Fighter, Silri, Cuddles_The_Rancor, Urai_Fen, Skipray_Bombing_Run,
			Hutt_Plex_Soldier, Hutt_Sniper, Heavy_Beam_Tank, HBT_Captured, Pestelous_the_Hutt, Cuarson, Z95_Bomber_Bombing_Run,
			Imperial_Elite_Guard, Darkside_Adepts, AT_AA_Walker, AT_AA_Walker_Captured, SPMAT_Walker, SPMAT_Walker_Captured, Lancet_Air_Artillery, Scimitar_Assault_Fighter, Dark_Trooper_PhaseI, Darth_Vader, Emperor_Palpatine, TIE_Bomber_Bombing_Run,
			Pirate_Plex, Pirate_Assassin</Excluded_Unit_Types>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Absorb_Blaster_Ability Name="Vader_Absorb_Blaster">
			<Activation_Style>Take_Damage</Activation_Style>
			<Absorb_Chance>0.5</Absorb_Chance>
			<!-- Absorb Percentage and Amount work together in the following way: -->
			<!-- Actual Amount healed = (Projectile Damage * Absorb Percentage) + Absorb Amount -->
			<!-- Either value can be zero, but at least one should be non-zero. -->
			<Damage_Absorb_Percentage>0.1</Damage_Absorb_Percentage>
			<Damage_Absorb_Amount>1</Damage_Absorb_Amount>
			<!-- We can absorb shots from the following units types (but no missiles or grenades): -->
			<Applicable_Unit_Categories>Infantry, Vehicle, Structure, Air, LandHero</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types>
			Plex_Soldier, Squad_Plex_Soldier, Y-Wing_Bombing, MPTL, MPTL_Captured, Luke_Skywalker_Jedi, Obi_Wan_Kenobi, Luke_Skywalker, Yoda, Y-Wing_Bombing_Run,
			Underworld_Merc, Underworld_Disruptor_Merc, Vornskr_Wolf, Ewok_Handler, Ewok_Suicide_Bomber_For_Handler, MagnaGuard, Night_Sister, MAL_Rocket_Vehicle, MAL_Captured, MZ8_Pulse_Cannon_Tank, MZ8_Pulse_Cannon_Tank_Captured, Canderous_Assault_Tank, Canderous_Assault_Tank_Captured, Nantex_Fighter, Silri, Cuddles_The_Rancor, Urai_Fen, Skipray_Bombing_Run,
			Hutt_Plex_Soldier, Hutt_Sniper, Heavy_Beam_Tank, HBT_Captured, Pestelous_the_Hutt, Cuarson, Z95_Bomber_Bombing_Run,
			Imperial_Elite_Guard, Darkside_Adepts, AT_AA_Walker, AT_AA_Walker_Captured, SPMAT_Walker, SPMAT_Walker_Captured, Lancet_Air_Artillery, Scimitar_Assault_Fighter, Dark_Trooper_PhaseI, Darth_Vader, Emperor_Palpatine, TIE_Bomber_Bombing_Run,
			Pirate_Plex, Pirate_Assassin</Excluded_Unit_Types>
			<SFXEvent_Activate>Unit_Force_Absorb</SFXEvent_Activate>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>2.0, 0.4, 0.4</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.5</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count/>
		</Absorb_Blaster_Ability>
		<Force_Whirlwind_Ability Name="Vader_Force_Whirlwind">
			<!--<Activation_Style>Special_Attack</Activation_Style>-->
			<Activation_Style>User_Input</Activation_Style>
			<!-- We need to be within this distance of the clicked target to consider activating Force Whirlwind -->
			<Activation_Min_Range>0.0</Activation_Min_Range>
			<Activation_Max_Range>75.0</Activation_Max_Range>
			<Damage_Amount>500.0</Damage_Amount>
			<Damage_Range>75.0</Damage_Range>
			<!-- How long does it take for the shockwave to spread from the hero to the max range? -->
			<Travel_Time_In_Secs>1.0</Travel_Time_In_Secs>
			<!-- Percentage chance to activate given a certain number of valid targets in range. -->
			<!-- First number in the pair is the number of valid targets, second is the chance to activate. -->
			<Activation_Chance>0,0.0, 1,0.0, 5,1.0, 500,1.0</Activation_Chance>
			<!--<Activation_Chance>0,0.0, 500,0.0</Activation_Chance>-->	<!-- never activate -->
			<!-- We only consider the following unit types "valid targets": -->
			<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Force_Whirlwind</SFXEvent_Activate>
			<Owner_Particle_Effect>Force_Whirlwind_Particles</Owner_Particle_Effect>
			<Owner_Particle_Bone_Name/>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>2.0, 2.0, 2.0</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.5</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count/>
		</Force_Whirlwind_Ability>
		<Force_Telekinesis_Ability Name="Vader_Force_Telekinesis">
			<Activation_Style>User_Input</Activation_Style>
			<Terminate_Effect_On_Move_Command>Yes</Terminate_Effect_On_Move_Command>
			<Activation_Min_Range>0.0</Activation_Min_Range>
			<Activation_Max_Range>190.0</Activation_Max_Range>
			<Activation_Chance>1.0</Activation_Chance>
			<Damage_Amount>0.0</Damage_Amount>
			<Damage_Percentage>0.10</Damage_Percentage>
			<Damage_Interval_In_Secs>0.2</Damage_Interval_In_Secs>
			<!-- Note: As well as matching the below Unit_Category/Unit_Type filters, the -->
			<!-- target object must also have the TELEKINESIS_TARGET behavior attached. -->
			<Applicable_Unit_Categories>Vehicle</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate/>
			<Target_Particle_Effect>Force_Telekinesis_Particles</Target_Particle_Effect>
			<Target_Particle_Bone_Name>Turret_00, B_Turret_00, B_Turret, B_Turret_Base, ROOT</Target_Particle_Bone_Name>
		</Force_Telekinesis_Ability>
		<Earthquake_Attack_Ability Name="Vader_Attack_Structures">
			<Activation_Style>Special_Attack</Activation_Style>
			<Terminate_Effect_On_Move_Command>Yes</Terminate_Effect_On_Move_Command>
			<Activation_Min_Range>0.0</Activation_Min_Range>
			<Activation_Max_Range>120.0</Activation_Max_Range>
			<Activation_Chance>1.0</Activation_Chance>
			<Damage_Amount>4.0</Damage_Amount>
			<Damage_Percentage>0.01</Damage_Percentage>
			<Damage_Interval_In_Secs>0.3</Damage_Interval_In_Secs>
			<!-- Note: As well as matching the below Unit_Category/Unit_Type filters, the -->
			<!-- target object must also have the EARTHQUAKE_TARGET behavior attached. -->
			<Applicable_Unit_Categories>Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate/>
			<Target_Particle_Effect>Earthquake_Dust_Particles</Target_Particle_Effect>
			<Target_Particle_Bone_Name/>
		</Earthquake_Attack_Ability>
		<System_Spy_Ability Name="Vader_System_Spy_Force_Sensitive">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Galactic_Automatic</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<Duration_In_Secs>-1.0</Duration_In_Secs>
			<See_Force_Sensitive_Heroes>Yes</See_Force_Sensitive_Heroes>
		</System_Spy_Ability>
		<Remove_Corruption_Ability Name="Vader_Remove_Corruption">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Corruption_Removal_Cost_Multiplier>1</Corruption_Removal_Cost_Multiplier><!--1.2 means 20% more expensive than base cost, 0.8 means 20% cheaper-->				<Activation_Style>Ground_Activated</Activation_Style>
			<Corruption_Removal_Time_In_Secs>8</Corruption_Removal_Time_In_Secs><!-- Time it takes to remove corruption-->
			<Activation_Style>Ground_Activated</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<SFXEvent_Activate>EHD_Removing_Corruption</SFXEvent_Activate>
		</Remove_Corruption_Ability>
	</Abilities>
		<Population_Value>1</Population_Value>
	</HeroUnit>

	<HeroUnit Name="Darth_Vader_Bounty_Hunter_Immune">
		<Variant_Of_Existing_Type>Darth_Vader</Variant_Of_Existing_Type>
		<Can_Be_Neutralized_By_Major_Heroes>No</Can_Be_Neutralized_By_Major_Heroes>
		<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>
		<Population_Value>1</Population_Value>
	</HeroUnit>

	<HeroUnit Name="Darth_Vader_Expansion">
	<!-- Encyclopedia Info -->
		<LOD_Bias>99</LOD_Bias>
		<Text_ID>TEXT_HERO_DARTH_VADER</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_DARTH_VADER,
			GALYANA_CLASS_BLANK,
			STAT_E_VADER_LAND_HULL,
			STAT_E_VADER_LAND_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_DARTH_VADER,
			GALYANA_CLASS_BLANK,
			STAT_E_VADER_LAND_COST,
			STAT_E_VADER_LAND_TIME,
			STAT_E_VADER_LAND_HULL,
			STAT_E_VADER_LAND_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SITH_LORD</Encyclopedia_Unit_Class>

		<Land_Model_Name>EI_VADER.ALO</Land_Model_Name>
		<Icon_Name>i_button_darth_vader.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>

	<!-- GUI Info -->

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>10</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<Select_Box_Scale>32</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>
		<Mouse_Collide_Override_Sphere_Radius>10.0</Mouse_Collide_Override_Sphere_Radius>

		<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
		<Custom_Soft_Footprint_Radius>6.5</Custom_Soft_Footprint_Radius>

	<!-- Movement Info -->
		<Type>Walk</Type>
		<MovementClass>Infantry</MovementClass>
		<Max_Speed>1.0</Max_Speed>
		<Min_Speed>0.1</Min_Speed>
		<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
		<OverrideAcceleration>.1</OverrideAcceleration>
		<OverrideDeceleration>.1</OverrideDeceleration>

		<Movement_Animation_Speed>1.0</Movement_Animation_Speed>
		<Walk_Animation_Speed>0.42</Walk_Animation_Speed>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>

		<MinimumPushReturnDistance>10</MinimumPushReturnDistance>

		<FormationOrder>1</FormationOrder>
		<FormationSpacing>0.5</FormationSpacing>

		<Blob_Shadow_Below_Detail_Level>3</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>5.0, 5.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Infantry_Hero</Armor_Type>
		<Tactical_Health>650</Tactical_Health>

	<!-- Damage - Targeting Info -->
		<Damage>100</Damage>
		<AI_Combat_Power>500</AI_Combat_Power>

		<!--Lightsaber holstering data begin-->
		<SFXEvent_Draw_Weapon>Unit_Light_Saber_On</SFXEvent_Draw_Weapon>
		<SFXEvent_Holster_Weapon>Unit_Light_Saber_Off</SFXEvent_Holster_Weapon>
		<Holster_Weapon_Bone_Name>b_saber</Holster_Weapon_Bone_Name>
		<Holster_Drawn_Bone_Translation>0.0, 0.0, 0.0</Holster_Drawn_Bone_Translation>
		<Holster_Holstered_Bone_Translation>0.0, 4.365, 0.0</Holster_Holstered_Bone_Translation>
		<Holster_Transition_Time_In_Secs>0.17</Holster_Transition_Time_In_Secs>
		<Holster_Minimum_Drawn_Time_In_Secs>15.0</Holster_Minimum_Drawn_Time_In_Secs>
		<Holster_Disable_Engine_Loops>Yes</Holster_Disable_Engine_Loops>

		<SFXEvent_Engine_Idle_Loop>Unit_Vader_Lightsaber_Idle_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Vader_Lightsaber_Moving_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Vader_Lightsaber_Cinematic_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<!--Lightsaber holstering data end-->

		<Is_Stationary_When_Attacking>Yes</Is_Stationary_When_Attacking>
		<Projectile_Types>Proj_Lightsaber_Vader</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>
		<Projectile_Appearance_Delay_Frames>10</Projectile_Appearance_Delay_Frames>

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

		<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>20.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AntiInfantry</Targeting_Priority_Set>

		<Idle_Chase_Range>100.0</Idle_Chase_Range>
		<Guard_Chase_Range>200.0</Guard_Chase_Range>
		<Attack_Move_Response_Range>300.0</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>
		<Is_Force_Sensitive>Yes</Is_Force_Sensitive>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Stealth_Capable>No</Stealth_Capable>
		<Target_Stealth_Units>Yes</Target_Stealth_Units>
		<CanCellStack>Yes</CanCellStack>
		<Create_Team>No</Create_Team>
		<Deploys>No</Deploys>
		<Has_Land_Evaluator>True</Has_Land_Evaluator>

		<CategoryMask>LandHero | SpaceHero</CategoryMask>
		<Ranking_In_Category>2</Ranking_In_Category>
		<Space_Layer>Land</Space_Layer>

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

		<OccupationStyle>1x1</OccupationStyle>
		<Occlusion_Silhouette_Enabled>1</Occlusion_Silhouette_Enabled>

		<Political_Control>0</Political_Control>
		<Score_Cost_Credits>10000</Score_Cost_Credits>

	<!-- Hero Info -->
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Is_Force_Sensitive>Yes</Is_Force_Sensitive>
		<Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>
		<Selection_Blob_Material_Name>Selection_Empire_Hero</Selection_Blob_Material_Name>
		<Highlight_Blob_Material_Name>Highlight_Empire_Hero</Highlight_Blob_Material_Name>

		<Attach_To_Flagship_During_Space_Battle>No</Attach_To_Flagship_During_Space_Battle>
		<Stay_In_Transport_During_Ground_Battle>No</Stay_In_Transport_During_Ground_Battle>
		<Always_Spawn_In_Orbit>Yes</Always_Spawn_In_Orbit>

		<Neutralization_Cost>15000.0</Neutralization_Cost>
		<Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
		<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>

		<!-- Controls the range within which Palpatine has an effect on other units' animations -->
		<Presence_Range>100.0</Presence_Range>
		<!-- This Galactic_Influence_Range controls how far Vader's System Spy ability extends -->
		<Galactic_Influence_Range>100.0</Galactic_Influence_Range>
		<Hyperspace_Fleet_Reveal_Range>75.0</Hyperspace_Fleet_Reveal_Range>
		<!--AJA said to set it up this way...-->
		<Unique_Space_Unit>Executor_Super_Star_Destroyer</Unique_Space_Unit>

	<!-- Behavior - Death Info -->
		<GalacticBehavior>SELECTABLE</GalacticBehavior>
		<LandBehavior>SELECTABLE, SURFACE_FX, WALK_LOCOMOTOR, IDLE, REVEAL, HIDE_WHEN_FOGGED, TARGETING, WEAPON, DAMAGE_TRACKING, UNIT_AI, ABILITY_COUNTDOWN, IMPOSING_PRESENCE, HOLSTER_WEAPON, GARRISON_UNIT</LandBehavior>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
		<Lua_Script>DarthVader</Lua_Script>

		<Ground_Infantry_Turret_Target>Yes</Ground_Infantry_Turret_Target>

		<Death_Fade_Time>0.25</Death_Fade_Time>
		<Death_Persistence_Duration>0</Death_Persistence_Duration>

	<!-- SFX Events -->
		<SFXEvent_Select>Unit_Select_Vader</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Vader</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Vader</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Vader</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Vader</SFXEvent_Guard>
		<SFXEvent_Group_Move>Unit_Group_Move_Vader</SFXEvent_Group_Move>
		<SFXEvent_Group_Attack>Unit_Group_Attack_Vader</SFXEvent_Group_Attack>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Vader</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Vader</SFXEvent_Health_Critical_Warning>

		<SFXEvent_Ambient_Moving>Ambient_Vader_Random_Breath</SFXEvent_Ambient_Moving>

		<Death_SFXEvent_Start_Die>Unit_Defeat_Vader</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>FORCE_TELEKINESIS</Type>
			<Recharge_Seconds>30.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name>Vader_Force_Telekinesis</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
			<SFXEvent_Target_Ability>Unit_Lift_Vader</SFXEvent_Target_Ability>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>FORCE_WHIRLWIND</Type>
			<Recharge_Seconds>25.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name>Vader_Force_Whirlwind</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
			<Effective_Radius>500.0</Effective_Radius>
			<Spawned_Object_Type>Force_Whirlwind_Particles</Spawned_Object_Type>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<!-- Redirect Blaster must appear in the special ability list before Absorb Blaster -->
		<Redirect_Blaster_Ability Name="Vader_Redirect_Blaster">
			<Activation_Style>Take_Damage</Activation_Style>
			<!-- Redirection chance is rolled first. If failed, we roll block chance. If failed, we take the damage. -->
			<Redirect_Chance>0.60</Redirect_Chance>
			<Block_Chance>0.70</Block_Chance>
			<Reaction_Arc_In_Degrees>180.0</Reaction_Arc_In_Degrees>
			<Max_Projectile_Redirection_Angle_In_Degrees>135.0</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 (but no missiles or grenades): -->
			<Applicable_Unit_Categories>Infantry, Vehicle, Structure, Air, LandHero</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types>
			Plex_Soldier, Squad_Plex_Soldier, Y-Wing_Bombing, MPTL, MPTL_Captured, Luke_Skywalker_Jedi, Obi_Wan_Kenobi, Luke_Skywalker, Yoda, Y-Wing_Bombing_Run,
			Underworld_Merc, Underworld_Disruptor_Merc, Vornskr_Wolf, Ewok_Handler, Ewok_Suicide_Bomber_For_Handler, MagnaGuard, Night_Sister, MAL_Rocket_Vehicle, MAL_Captured, MZ8_Pulse_Cannon_Tank, MZ8_Pulse_Cannon_Tank_Captured, Canderous_Assault_Tank, Canderous_Assault_Tank_Captured, Nantex_Fighter, Silri, Cuddles_The_Rancor, Urai_Fen, Skipray_Bombing_Run,
			Hutt_Plex_Soldier, Hutt_Sniper, Heavy_Beam_Tank, HBT_Captured, Pestelous_the_Hutt, Cuarson, Z95_Bomber_Bombing_Run,
			Imperial_Elite_Guard, Darkside_Adepts, AT_AA_Walker, AT_AA_Walker_Captured, SPMAT_Walker, SPMAT_Walker_Captured, Lancet_Air_Artillery, Scimitar_Assault_Fighter, Dark_Trooper_PhaseI, Darth_Vader, Emperor_Palpatine, TIE_Bomber_Bombing_Run,
			Pirate_Plex, Pirate_Assassin</Excluded_Unit_Types>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Redirect_Blaster_Ability>
		<Absorb_Blaster_Ability Name="Vader_Absorb_Blaster">
			<Activation_Style>Take_Damage</Activation_Style>
			<Absorb_Chance>0.5</Absorb_Chance>
			<!-- Absorb Percentage and Amount work together in the following way: -->
			<!-- Actual Amount healed = (Projectile Damage * Absorb Percentage) + Absorb Amount -->
			<!-- Either value can be zero, but at least one should be non-zero. -->
			<Damage_Absorb_Percentage>0.1</Damage_Absorb_Percentage>
			<Damage_Absorb_Amount>1</Damage_Absorb_Amount>
			<!-- We can absorb shots from the following units types (but no missiles or grenades): -->
			<Applicable_Unit_Categories>Infantry, Vehicle, Structure, Air, LandHero</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types>
			Plex_Soldier, Squad_Plex_Soldier, Y-Wing_Bombing, MPTL, MPTL_Captured, Luke_Skywalker_Jedi, Obi_Wan_Kenobi, Luke_Skywalker, Yoda, Y-Wing_Bombing_Run,
			Underworld_Merc, Underworld_Disruptor_Merc, Vornskr_Wolf, Ewok_Handler, Ewok_Suicide_Bomber_For_Handler, MagnaGuard, Night_Sister, MAL_Rocket_Vehicle, MAL_Captured, MZ8_Pulse_Cannon_Tank, MZ8_Pulse_Cannon_Tank_Captured, Canderous_Assault_Tank, Canderous_Assault_Tank_Captured, Nantex_Fighter, Silri, Cuddles_The_Rancor, Urai_Fen, Skipray_Bombing_Run,
			Hutt_Plex_Soldier, Hutt_Sniper, Heavy_Beam_Tank, HBT_Captured, Pestelous_the_Hutt, Cuarson, Z95_Bomber_Bombing_Run,
			Imperial_Elite_Guard, Darkside_Adepts, AT_AA_Walker, AT_AA_Walker_Captured, SPMAT_Walker, SPMAT_Walker_Captured, Lancet_Air_Artillery, Scimitar_Assault_Fighter, Dark_Trooper_PhaseI, Darth_Vader, Emperor_Palpatine, TIE_Bomber_Bombing_Run,
			Pirate_Plex, Pirate_Assassin</Excluded_Unit_Types>
			<SFXEvent_Activate>Unit_Force_Absorb</SFXEvent_Activate>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>2.0, 0.4, 0.4</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.5</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count/>
		</Absorb_Blaster_Ability>
		<Force_Whirlwind_Ability Name="Vader_Force_Whirlwind">
			<!--<Activation_Style>Special_Attack</Activation_Style>-->
			<Activation_Style>User_Input</Activation_Style>
			<!-- We need to be within this distance of the clicked target to consider activating Force Whirlwind -->
			<Activation_Min_Range>0.0</Activation_Min_Range>
			<Activation_Max_Range>75.0</Activation_Max_Range>
			<Damage_Amount>500.0</Damage_Amount>
			<Damage_Range>75.0</Damage_Range>
			<!-- How long does it take for the shockwave to spread from the hero to the max range? -->
			<Travel_Time_In_Secs>1.0</Travel_Time_In_Secs>
			<!-- Percentage chance to activate given a certain number of valid targets in range. -->
			<!-- First number in the pair is the number of valid targets, second is the chance to activate. -->
			<Activation_Chance>0,0.0, 1,0.0, 5,1.0, 500,1.0</Activation_Chance>
			<!--<Activation_Chance>0,0.0, 500,0.0</Activation_Chance>--><!-- never activate -->
			<!-- We only consider the following unit types "valid targets": -->
			<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate>Unit_Force_Whirlwind</SFXEvent_Activate>
			<Owner_Particle_Effect>Force_Whirlwind_Particles</Owner_Particle_Effect>
			<Owner_Particle_Bone_Name/>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>2.0, 2.0, 2.0</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.5</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count/>
		</Force_Whirlwind_Ability>
		<Force_Telekinesis_Ability Name="Vader_Force_Telekinesis">
			<Activation_Style>User_Input</Activation_Style>
			<Terminate_Effect_On_Move_Command>Yes</Terminate_Effect_On_Move_Command>
			<Activation_Min_Range>0.0</Activation_Min_Range>
			<Activation_Max_Range>190.0</Activation_Max_Range>
			<Activation_Chance>1.0</Activation_Chance>
			<Damage_Amount>0.0</Damage_Amount>
			<Damage_Percentage>0.10</Damage_Percentage>
			<Damage_Interval_In_Secs>0.2</Damage_Interval_In_Secs>
			<!-- Note: As well as matching the below Unit_Category/Unit_Type filters, the -->
			<!-- target object must also have the TELEKINESIS_TARGET behavior attached. -->
			<Applicable_Unit_Categories>Vehicle</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate/>
			<Target_Particle_Effect>Force_Telekinesis_Particles</Target_Particle_Effect>
			<Target_Particle_Bone_Name>Turret_00, B_Turret_00, B_Turret, B_Turret_Base, ROOT</Target_Particle_Bone_Name>
		</Force_Telekinesis_Ability>
		<Earthquake_Attack_Ability Name="Vader_Attack_Structures">
			<Activation_Style>Special_Attack</Activation_Style>
			<Terminate_Effect_On_Move_Command>Yes</Terminate_Effect_On_Move_Command>
			<Activation_Min_Range>0.0</Activation_Min_Range>
			<Activation_Max_Range>120.0</Activation_Max_Range>
			<Activation_Chance>1.0</Activation_Chance>
			<Damage_Amount>4.0</Damage_Amount>
			<Damage_Percentage>0.01</Damage_Percentage>
			<Damage_Interval_In_Secs>0.3</Damage_Interval_In_Secs>
			<!-- Note: As well as matching the below Unit_Category/Unit_Type filters, the -->
			<!-- target object must also have the EARTHQUAKE_TARGET behavior attached. -->
			<Applicable_Unit_Categories>Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<SFXEvent_Activate/>
			<Target_Particle_Effect>Earthquake_Dust_Particles</Target_Particle_Effect>
			<Target_Particle_Bone_Name/>
		</Earthquake_Attack_Ability>
		<System_Spy_Ability Name="Vader_System_Spy_Force_Sensitive">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Galactic_Automatic</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<Duration_In_Secs>-1.0</Duration_In_Secs>
			<See_Force_Sensitive_Heroes>Yes</See_Force_Sensitive_Heroes>
		</System_Spy_Ability>
		<Remove_Corruption_Ability Name="Vader_Remove_Corruption">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Corruption_Removal_Cost_Multiplier>1</Corruption_Removal_Cost_Multiplier><!--1.2 means 20% more expensive than base cost, 0.8 means 20% cheaper-->				<Activation_Style>Ground_Activated</Activation_Style>
			<Corruption_Removal_Time_In_Secs>8</Corruption_Removal_Time_In_Secs><!-- Time it takes to remove corruption-->
			<Activation_Style>Ground_Activated</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<SFXEvent_Activate>EHD_Removing_Corruption</SFXEvent_Activate>
		</Remove_Corruption_Ability>
	</Abilities>
		<Population_Value>1</Population_Value>
	</HeroUnit>

	<HeroCompany Name="Darth_Team">
		<Text_ID>TEXT_HERO_VADER_TEAM</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_DARTH_VADER,
			GALYANA_CLASS_BLANK,
			STAT_E_VADER_LAND_HULL,
			STAT_E_VADER_LAND_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_DARTH_VADER,
			GALYANA_CLASS_BLANK,
			STAT_E_VADER_LAND_COST,
			STAT_E_VADER_LAND_TIME,
			STAT_E_VADER_LAND_HULL,
			STAT_E_VADER_LAND_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SITH_LORD</Encyclopedia_Unit_Class>

		<Icon_Name>i_button_darth_vader.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>1</Population_Value>

		<GUI_Row>0</GUI_Row>

		<Damage>100</Damage>
		<Score_Cost_Credits>10000</Score_Cost_Credits>

		<Build_Cost_Credits>0</Build_Cost_Credits>
		<Build_Time_Seconds>0</Build_Time_Seconds>
		<Build_Tab_Land_Units>No</Build_Tab_Land_Units>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Tech_Level>1</Tech_Level>

		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>

		<Behavior>DUMMY_GROUND_COMPANY</Behavior>
		<Is_Dummy>Yes</Is_Dummy>
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Is_Force_Sensitive>Yes</Is_Force_Sensitive>
		<Available_In_Skirmish>Yes</Available_In_Skirmish>
		<Can_Be_Only_One>True</Can_Be_Only_One>

		<CategoryMask>LandHero | SpaceHero</CategoryMask>
		<Ranking_In_Category>2</Ranking_In_Category>

		<Company_Transport_Unit>Shuttle_Tyderium</Company_Transport_Unit>
		<Company_Units>Darth_Vader</Company_Units>

		<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Vader</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Respawn_Vader</SFXEvent_Hero_Respawned>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Vader</SFXEvent_Fleet_Move>

	<!--Skirmish Values Begin-->
		<Tactical_Build_Cost_Multiplayer>1275</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>21</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
<!--		<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>-->
	<!--Skirmish Values End-->

 	<Unit_Abilities_Data SubObjectList="Yes"/>

	</HeroCompany>

	<HeroCompany Name="Darth_Team_Land_Bounty_Hunter_Immune">
		<Variant_Of_Existing_Type>Darth_Team</Variant_Of_Existing_Type>
		<Company_Units>Darth_Vader_Bounty_Hunter_Immune</Company_Units>
		<Available_In_Skirmish>No</Available_In_Skirmish>
		<Population_Value>1</Population_Value>
	</HeroCompany>

	<HeroCompany Name="Darth_Team_Land_MP">
		<Variant_Of_Existing_Type>Darth_Team</Variant_Of_Existing_Type>

	<!--Skirmish Values Begin-->
		<Tactical_Build_Cost_Multiplayer>2500</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>33</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites>EC_Level_Three_Tech_Upgrade</Tactical_Build_Prerequisites>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
<!--		<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>-->
	<!--Skirmish Values End-->
	</HeroCompany>

	<HeroCompany Name="Darth_Team_Space_MP">
		<Variant_Of_Existing_Type>Darth_Team</Variant_Of_Existing_Type>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_ADVANCED,
			GALYANA_CLASS_BLANK,
			STAT_E_VADER_SHIELD,
			STAT_E_VADER_HULL,
			STAT_E_VADER_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_ADVANCED,
			GALYANA_CLASS_BLANK,
			STAT_E_VADER_COST,
			STAT_E_VADER_TIME,
			STAT_E_VADER_SHIELD,
			STAT_E_VADER_HULL,
			STAT_E_VADER_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Good_Against>Y-Wing Z-95_Headhunter_Hutts Starviper_Fighter</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Corellian_Corvette Crusader_Gunship A-Wing</Encyclopedia_Vulnerable_To>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>

	<!--Skirmish Values Begin-->
		<Tactical_Build_Cost_Multiplayer>2000</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>24</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
		<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
	<!--Skirmish Values End-->
	</HeroCompany>

	<UniqueUnit Name="Escort_TIE_Fighter">
		<Variant_Of_Existing_Type>TIE_Fighter</Variant_Of_Existing_Type>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_FIGHTER,
			GALYANA_CLASS_BLANK,
			STAT_E_TIEESCORT_SHIELD,
			STAT_E_TIEESCORT_HULL,
			STAT_E_TIEESCORT_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_FIGHTER,
			GALYANA_CLASS_BLANK,
			STAT_E_TIEESCORT_SHIELD,
			STAT_E_TIEESCORT_HULL,
			STAT_E_TIEESCORT_SPEED
		</MP_Encyclopedia_Text>
		<Scale_Factor>0.6</Scale_Factor>
		<Max_Speed>4.5</Max_Speed>
		<Tactical_Health>150</Tactical_Health>
		<Energy_Capacity>300</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>

		<Out_Of_Combat_Defense_Adjustment>0.0</Out_Of_Combat_Defense_Adjustment>

		<Projectile_Damage>6.0</Projectile_Damage>
		<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count><!--SoaFE - Increased from 2 >4-->
		<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>
		<Targeting_Max_Attack_Distance>600.0</Targeting_Max_Attack_Distance>
		<Targeting_Fire_Inaccuracy>Fighter, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Bomber, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Transport, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Corvette, 10.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 10.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 10.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 10.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>
	</UniqueUnit>

<!-- Hero Spawner Test -->
	<UniqueUnit Name="TIE_Prototype_Spawner">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_TIE_PROTOTYPE</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_ADVANCED,
			GALYANA_CLASS_BLANK,
			STAT_E_VADER_SHIELD,
			STAT_E_VADER_HULL,
			STAT_E_VADER_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_ADVANCED,
			GALYANA_CLASS_BLANK,
			STAT_E_VADER_COST,
			STAT_E_VADER_TIME,
			STAT_E_VADER_SHIELD,
			STAT_E_VADER_HULL,
			STAT_E_VADER_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Y-Wing Z-95_Headhunter_Hutts Starviper_Fighter</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Corellian_Corvette Crusader_Gunship A-Wing</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>EV_TIEADVANCED.ALO</Space_Model_Name>
		<Icon_Name>i_button_darth_vader.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>

	<!-- Scale - Collision Info -->
		<Mass>0.985</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Collidable_By_Projectile_Living>No</Collidable_By_Projectile_Living>

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>200.0, 100.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

	<!-- Statistics Info -->
		<Projectile_Types>Proj_Ship_Medium_Laser_Cannon_Green_Vader</Projectile_Types> <!-- Asserts without combat data - this is disabled in LUA script -->
		<Tactical_Health>500</Tactical_Health>
		<Immune_To_Damage>True</Immune_To_Damage>
		<GUI_Hide_Health_Bar>Yes</GUI_Hide_Health_Bar>
		<Is_Valid_Target>No</Is_Valid_Target>
		<Is_Dummy>Yes</Is_Dummy>
		<Damage>10</Damage>
		<AI_Combat_Power>2000</AI_Combat_Power>
<!--		<Score_Cost_Credits>5000</Score_Cost_Credits>-->

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
		<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
		<Victory_Relevant>No</Victory_Relevant>
		<CategoryMask>Fighter</CategoryMask>

	<!-- Behavior - Death Info -->
		<Behavior>DUMMY_ORBITAL_STRUCTURE, WEAPON, TARGETING</Behavior>
		<Lua_Script>ObjectScript_Spawn_Hero_Vader_Space</Lua_Script>

		<Remove_Upon_Death>True</Remove_Upon_Death>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Vader</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_Vader_Ship</SFXEvent_Select> <!--Unit_Select_Vader_Ship-->
		<SFXEvent_Move>Unit_Move_Vader_Ship</SFXEvent_Move>

	<!--Skirmish Values Begin-->
		<Tactical_Build_Cost_Multiplayer>2000</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>24</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
		<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
	<!--Skirmish Values End-->
	</UniqueUnit>

	<!-- The TIE prototype x1 is used by Darth Vader (Empire Major Hero) during space battles -->
	<UniqueUnit Name="TIE_Prototype">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_TIE_PROTOTYPE</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_ADVANCED,
			GALYANA_CLASS_BLANK,
			STAT_E_VADER_SHIELD,
			STAT_E_VADER_HULL,
			STAT_E_VADER_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_ADVANCED,
			GALYANA_CLASS_BLANK,
			STAT_E_VADER_COST,
			STAT_E_VADER_TIME,
			STAT_E_VADER_SHIELD,
			STAT_E_VADER_HULL,
			STAT_E_VADER_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Y-Wing Z-95_Headhunter_Hutts Starviper_Fighter</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Corellian_Corvette Crusader_Gunship A-Wing</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>EV_TIEADVANCED.ALO</Land_Model_Name>
		<Landing_Transport_Variant>Shuttle_Tyderium_Landing</Landing_Transport_Variant>

		<Space_Model_Name>EV_TIEADVANCED.ALO</Space_Model_Name>
		<Icon_Name>i_button_darth_vader.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>

	<!-- GUI Info -->
		<GUI_Bracket_Size>0</GUI_Bracket_Size>

	<!-- Scale - Collision Info -->
		<Mass>0.985</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Select_Box_Scale>60</Select_Box_Scale>
		<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Blob_Shadow_Below_Detail_Level>2</Blob_Shadow_Below_Detail_Level>
		<Blob_Shadow_Scale>200.0, 100.0</Blob_Shadow_Scale>
		<Blob_Shadow_Material_Name>Generic_Shadow</Blob_Shadow_Material_Name>
		<No_Reflection_Below_Detail_Level>1</No_Reflection_Below_Detail_Level>
		<No_Refraction_Below_Detail_Level>1</No_Refraction_Below_Detail_Level>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>6.0</Max_Speed>
		<Min_Speed>2.5</Min_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>40</Bank_Turn_Angle>
		<Max_Thrust>0.5</Max_Thrust>
		<Max_Lift>4.0f</Max_Lift>
		<Begin_Turn_Towards_Distance>800.0</Begin_Turn_Towards_Distance>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
		<Shield_Points>250</Shield_Points>
		<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter_Hero</Armor_Type>
		<Tactical_Health>500</Tactical_Health>
		<Energy_Capacity>1000</Energy_Capacity>
		<Energy_Refresh_Rate>200</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>75</Damage>
		<AI_Combat_Power>750</AI_Combat_Power>

		<Damage_Type>Damage_Strike</Damage_Type>
		<Projectile_Types>Proj_Ship_Medium_Laser_Cannon_Green_Vader, Proj_Ship_Ion_Cannon_Vader</Projectile_Types> <!-- Defined in projectiles_space -->
<!--		<Projectile_Damage>20.0</Projectile_Damage>-->
<!--		<Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>-->

		<Targeting_Fire_Inaccuracy>Fighter, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Bomber, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Transport, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Corvette, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>
		<Fire_Category_Restrictions>Infantry, Vehicle, Air</Fire_Category_Restrictions>

		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>

		<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
		<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>1.0</Targeting_Stickiness_Time_Threshold>

	<!-- Formation Info -->
		<Formation_Priority>1</Formation_Priority>
		<Strafe_Distance>500.0</Strafe_Distance>

		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>600.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>600.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>400.0</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>
		<Victory_Relevant>Yes</Victory_Relevant>

		<Create_Team>Yes</Create_Team>
		<Create_Team_Type>Darth_Vader_TIE_Fighter_Squadron</Create_Team_Type>
		<Redirect_Damage_To_Teammates>Yes</Redirect_Damage_To_Teammates>

		<CategoryMask>Fighter | SpaceHero | AntiFighter | AntiBomber</CategoryMask>
		<Ranking_In_Category>2</Ranking_In_Category>
		<Ship_Class>Fighter</Ship_Class>
	<!-- AJA 3/18/2005 - Vader's fighting isn't a hero, but it does contain a hero. If
		you specifically need this flag set, come talk to Andre before re-enabling it. No
		other hero transport claims to be a hero, so this seemed like a strange exception case. -->
<!--		<Is_Named_Hero>Yes</Is_Named_Hero>-->
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

<!--		<Score_Cost_Credits>500</Score_Cost_Credits>-->

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

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

		<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
		<Spin_Away_On_Death_Chance>0.4</Spin_Away_On_Death_Chance>
		<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
		<Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion>
		<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Vader</SFXEvent_Build_Complete>

		<SFXEvent_Fire>Unit_TIE_Fighter_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Vader_Ship</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Vader_Ship</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_Vader_Ship</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Vader</SFXEvent_Guard>

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

		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_TIE_Fighter_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_Defeat_Vader</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>REPLENISH_WINGMEN</Type>
			<Particle_Effect>Replenish_Wingmen_Particle_Effect</Particle_Effect>
			<Recharge_Seconds>60</Recharge_Seconds>
			<Active_By_Default>Yes</Active_By_Default>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Respawn_Vader_Ship</SFXEvent_GUI_Unit_Ability_Activated>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>SWAP_WEAPONS</Type>
			<Alternate_Name_Text>Galyana_Ability_Experimental_Ion_Cannon</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Experimental_Ion_Cannon</Alternate_Description_Text>
			<GUI_Activated_Ability_Name>MAL_Swap_Weapon</GUI_Activated_Ability_Name>
		</Unit_Ability>
	</Unit_Abilities_Data>
	
	<!--Skirmish Values Begin-->
		<Tactical_Build_Cost_Multiplayer>2000</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>24</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
		<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
	<!--Skirmish Values End-->
	</UniqueUnit>

	<Squadron Name="Darth_Vader_TIE_Fighter_Squadron">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_TIE_PROTOTYPE</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_ADVANCED,
			GALYANA_CLASS_BLANK,
			STAT_E_VADER_SHIELD,
			STAT_E_VADER_HULL,
			STAT_E_VADER_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_ADVANCED,
			GALYANA_CLASS_BLANK,
			STAT_E_VADER_COST,
			STAT_E_VADER_TIME,
			STAT_E_VADER_SHIELD,
			STAT_E_VADER_HULL,
			STAT_E_VADER_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Y-Wing Z-95_Headhunter_Hutts Starviper_Fighter</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Corellian_Corvette Crusader_Gunship A-Wing</Encyclopedia_Vulnerable_To>
		<Icon_Name>i_button_darth_vader.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>1</Population_Value>

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

	<!-- Tactical Info -->
		<Behavior>DUMMY_SPACE_FIGHTER_SQUADRON</Behavior>
		<Property_Flags>SmallShip</Property_Flags>

		<Damage>100</Damage>
		<Political_Control>0</Political_Control>
		<Score_Cost_Credits>15000</Score_Cost_Credits>

		<Is_Dummy>Yes</Is_Dummy>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>
		<Is_Homogeneous>Yes</Is_Homogeneous>
		<Is_Named_Hero>Yes</Is_Named_Hero>

	<!-- Formation Info -->
		<Formation_Priority>1</Formation_Priority>
		<FormationOrder>2</FormationOrder>
		<Squadron_Formation_Error_Tolerance>30.0</Squadron_Formation_Error_Tolerance>

		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>200.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>500.0</Autonomous_Move_Extension_Vs_Attacker>

		<Squadron_Units>
			TIE_Prototype, Escort_TIE_Fighter, Escort_TIE_Fighter, Escort_TIE_Fighter, Escort_TIE_Fighter,
			Escort_TIE_Fighter, Escort_TIE_Fighter, Escort_TIE_Fighter, Escort_TIE_Fighter, Escort_TIE_Fighter,
			Escort_TIE_Fighter, Escort_TIE_Fighter, Escort_TIE_Fighter, Escort_TIE_Fighter, Escort_TIE_Fighter
		</Squadron_Units>
		<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>0.0,30.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>0.0,-30.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-60.0,60.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-60.0,-60.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-120.0,90.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-120.0,-90.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-30.0,0.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-90.0,30.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-90.0,-30.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-150.0,60.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-150.0,-60.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-210.0,90.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-210.0,-90.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-120.0,0.0,0.0</Squadron_Offsets>
		<Max_Squad_Size>15</Max_Squad_Size>

		<Create_Team_Type>Darth_Vader_TIE_Fighter_Container</Create_Team_Type>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>REPLENISH_WINGMEN</Type>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>SWAP_WEAPONS</Type>
			<Alternate_Name_Text>Galyana_Ability_Experimental_Ion_Cannon</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Experimental_Ion_Cannon</Alternate_Description_Text>
			<GUI_Activated_Ability_Name>MAL_Swap_Weapon</GUI_Activated_Ability_Name>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<!--Skirmish Values Begin-->
		<Tactical_Build_Cost_Multiplayer>2000</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>24</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
		<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
	<!--Skirmish Values End-->
	</Squadron>

	<Container Name="Darth_Vader_TIE_Fighter_Container">
		<Text_ID>TEXT_UNIT_TIE_PROTOTYPE</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_ADVANCED,
			GALYANA_CLASS_BLANK,
			STAT_E_VADER_SHIELD,
			STAT_E_VADER_HULL,
			STAT_E_VADER_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_ADVANCED,
			GALYANA_CLASS_BLANK,
			STAT_E_VADER_COST,
			STAT_E_VADER_TIME,
			STAT_E_VADER_SHIELD,
			STAT_E_VADER_HULL,
			STAT_E_VADER_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Y-Wing Z-95_Headhunter_Hutts Starviper_Fighter</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Corellian_Corvette Crusader_Gunship A-Wing</Encyclopedia_Vulnerable_To>
		<Icon_Name>i_button_darth_vader.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Show_Name>No</Show_Name>
		<Population_Value>1</Population_Value>

		<!-- AJA 3/18/2005 - Vader's fighting isn't a hero, but it does contain a hero. If
		you specifically need this flag set, come talk to Andre before re-enabling it. No
		other hero transport claims to be a hero, so this seemed like a strange exception case. -->
		<!--<Is_Named_Hero>Yes</Is_Named_Hero>-->

		<Behavior>TEAM, TEAM_LOCOMOTOR, SELECTABLE, TARGETING, UNIT_AI</Behavior>
		<SpaceBehavior>REVEAL</SpaceBehavior> <!-- Cannot have ABILITY_COUNTDOWN here. Prevents ability recharge timer from displaying -->
		<Lua_Script>ObjectScript_VaderTIESquadron</Lua_Script>

		<CategoryMask>Fighter | SpaceHero | AntiFighter | AntiBomber</CategoryMask>

		<Damage>50</Damage>
		<AI_Combat_Power>3000</AI_Combat_Power>

		<MovementClass>Space</MovementClass>
		<Max_Speed>6.0</Max_Speed>
		<Min_Speed>2.5</Min_Speed>

		<Formation_Priority>1</Formation_Priority>
		<FormationOrder>2</FormationOrder>
		<Squadron_Formation_Error_Tolerance>30.0</Squadron_Formation_Error_Tolerance>

		<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>800.0</Targeting_Max_Attack_Distance>

		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>200.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>300.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>

		<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>0.0,30.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>0.0,-30.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-60.0,60.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-60.0,-60.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-120.0,90.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-120.0,-90.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-30.0,0.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-90.0,30.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-90.0,-30.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-150.0,60.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-150.0,-60.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-210.0,90.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-210.0,-90.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>-120.0,0.0,0.0</Squadron_Offsets>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>REPLENISH_WINGMEN</Type>
			<Particle_Effect>Replenish_Wingmen_Particle_Effect</Particle_Effect>
			<Recharge_Seconds>60</Recharge_Seconds>
			<Active_By_Default>Yes</Active_By_Default>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Respawn_Vader_Ship</SFXEvent_GUI_Unit_Ability_Activated>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>SWAP_WEAPONS</Type>
			<Alternate_Name_Text>Galyana_Ability_Experimental_Ion_Cannon</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Experimental_Ion_Cannon</Alternate_Description_Text>
			<GUI_Activated_Ability_Name>MAL_Swap_Weapon</GUI_Activated_Ability_Name>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</Container>

	<HeroCompany Name="Darth_Team_Executor">
		<Text_ID>TEXT_HERO_VADER_TEAM</Text_ID>
		<Encyclopedia_Text>TEXT_TOOLTIP_DARTH_VADER TEXT_TOOLTIP_EXECUTOR</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SITH_LORD</Encyclopedia_Unit_Class>

		<Icon_Name>i_button_darth_vader.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>25</Population_Value>
		<Land_Override_Population_Value>1</Land_Override_Population_Value>

		<GUI_Row>0</GUI_Row>

		<Damage>700</Damage>
		<Score_Cost_Credits>20000</Score_Cost_Credits>

		<Build_Cost_Credits>15000</Build_Cost_Credits>
		<Build_Time_Seconds>90</Build_Time_Seconds>
		<Build_Tab_Land_Units>No</Build_Tab_Land_Units>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Tech_Level>5</Tech_Level>

		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>5</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>

		<Behavior>DUMMY_GROUND_COMPANY</Behavior>
		<Is_Dummy>Yes</Is_Dummy>
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Is_Force_Sensitive>Yes</Is_Force_Sensitive>
		<Available_In_Skirmish>Yes</Available_In_Skirmish>
		<Can_Be_Only_One>True</Can_Be_Only_One>

		<CategoryMask>LandHero | SpaceHero</CategoryMask>
		<Ranking_In_Category>2</Ranking_In_Category>

		<Company_Transport_Unit>Shuttle_Tyderium</Company_Transport_Unit>
		<Company_Units>Darth_Vader_Expansion</Company_Units>

		<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Vader</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Respawn_Vader</SFXEvent_Hero_Respawned>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Vader</SFXEvent_Fleet_Move>

 	<Unit_Abilities_Data SubObjectList="Yes"/>

	</HeroCompany>

	<UniqueUnit Name="Pellaeon_Acclamator">
	<!-- Encyclopedia Info -->
		<Text_ID>UEAW_UNIT_ACC1_PELLAEON</Text_ID>
		<Encyclopedia_Text>
			UEAW_TOOLTIP_GILAD_PELLAEON,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Pellaeon,
			GALYANA_CLASS_BLANK,
			STAT_E_PELLAEON_SHIELD,
			STAT_E_PELLAEON_HULL,
			STAT_E_PELLAEON_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			UEAW_TOOLTIP_GILAD_PELLAEON,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Pellaeon,
			GALYANA_CLASS_BLANK,
			STAT_E_PELLAEON_COST,
			STAT_E_PELLAEON_TIME,
			STAT_E_PELLAEON_SHIELD,
			STAT_E_PELLAEON_HULL,
			STAT_E_PELLAEON_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FRIGATE</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Corellian_Corvette Marauder_Missile_Cruiser Crusader_Gunship</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Calamari_Cruiser Skipray_Blastboat Y-wing</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>EV_ACCLAMATOR.ALO</Space_Model_Name>
		<Icon_Name>UEAW_BUTTON_GILAD_PELLAEON2.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>5</Population_Value>

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

	<!-- Scale - Collision Info -->
		<Mass>0.9995</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.85</Scale_Factor>
		<Select_Box_Scale>350</Select_Box_Scale>
		<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>2.2</Max_Speed>
		<Max_Rate_Of_Turn>0.7</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>20</Bank_Turn_Angle>
		<Max_Thrust>1.7</Max_Thrust>
		<OverrideAcceleration>.04</OverrideAcceleration>
		<OverrideDeceleration>.04</OverrideDeceleration>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Frigate</Shield_Armor_Type>
		<Shield_Points>1400</Shield_Points>
		<Shield_Refresh_Rate>75</Shield_Refresh_Rate>
		<Armor_Type>Armor_Frigate_Heavy</Armor_Type>
		<Tactical_Health>2800</Tactical_Health>
		<Energy_Capacity>3300</Energy_Capacity>
		<Energy_Refresh_Rate>400</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>38</Damage>
		<AI_Combat_Power>3000</AI_Combat_Power>

		<Starting_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 2</Starting_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>TIE_Bomber_Squadron, 1</Starting_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>4</Spawned_Squadron_Delay_Seconds>
		<Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 6</Reserve_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>TIE_Fighter_Squadron, 2</Reserve_Spawned_Units_Tech_0>

		<HardPoints>
			HP_Acclamator_August_Weapon_FL,
			HP_Acclamator_August_Weapon_FR,
			HP_Acclamator_August_Weapon_FC,
			HP_Acclamator_August_Weapon_BL,
			HP_Acclamator_August_Weapon_BR,
			HP_Acclamator_August_Weapon_BC,
			HP_Acclamator_August_Engines,
			HP_Acclamator_August_Bay
		</HardPoints>

		<Space_FOW_Reveal_Range>1300.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>1600.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Frigate</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

		<FormationPriority>3</FormationPriority>
		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>

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

		<CategoryMask>Frigate | SpaceHero | AntiCorvette</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>
		<Ship_Class>Frigate</Ship_Class>
		<Space_Layer>Frigate</Space_Layer>
		<Layer_Z_Adjust>-110.0</Layer_Z_Adjust>
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

	<!-- Galactic Info -->
		<Score_Cost_Credits>3125</Score_Cost_Credits>

		<Political_Control>0</Political_Control>
		<Squadron_Capacity>11</Squadron_Capacity>

		<Neutralization_Cost>2000.0</Neutralization_Cost>
		<Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
		<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>

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

		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Clone>Damage_Normal, Pellaeon_Acclamator_Death_Clone</Death_Clone>
		<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Acclamator</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_Acclamator</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Acclamator</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Acclamator</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Acclamator</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Acclamator</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_Acclamator</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_Acclamator</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Acclamator</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Acclamator</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>
		<SFXEvent_Bombard_Select_Target>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
		<SFXEvent_Bombard_Incoming>EHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Acclamator</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Acclamator</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_Lost_Missile_Acclamator</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, Unit_Lost_Torpedo_Acclamator</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Acclamator</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Acclamator</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Acclamator</SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Engine_Idle_Loop>Unit_Acclamator_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Acclamator_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<SFXEvent_Ambient_Loop>Unit_Acclamator_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>power_to_weapons</Type>
			<Expiration_Seconds>20</Expiration_Seconds>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.4f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	-1.0f</Mod_Multiplier> <!-- was -2.0 -->
			<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.4f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,			0.75f</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>

	<Abilities SubObjectList="Yes">
		<Combat_Bonus_Ability Name="Pellaeon_Combat_Bonus_General">
			<Activation_Style>Space_Automatic</Activation_Style>
			<Unit_Strength_Category/>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types>Acclamator_Assault_Ship, Acclamator_Assault_Ship_Class_II</Applicable_Unit_Types> <!--Dreadnaught_Heavy_Cruiser, Empire_Pirate_Frigate, Empire_Guardian_Star_Defender-->
			<Health_Bonus_Percentage>0.0</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
			<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
			<Shield_Bonus_Percentage>0.30</Shield_Bonus_Percentage>
			<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
			<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Combat_Bonus_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>3000</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>30</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
		<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
	</UniqueUnit>

	<UniqueUnit Name="Pellaeon_Acclamator_Death_Clone">
		<Text_ID>UEAW_UNIT_ACC1_PELLAEON</Text_ID>
		<Space_Model_Name>EV_Acclamator_D.ALO</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
		<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
		<Scale_Factor>0.85</Scale_Factor>
		<Layer_Z_Adjust>-90.0</Layer_Z_Adjust>
		<Max_Speed>1.2</Max_Speed>
		<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
		<Max_Thrust>1</Max_Thrust>
		<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>0</Bank_Turn_Angle>
		<Affiliation>Empire</Affiliation>
		<Ship_Class>frigate</Ship_Class>
		<Remove_Upon_Death>true</Remove_Upon_Death>
	</UniqueUnit>

	<UniqueUnit Name="Arc_Hammer">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_ARC_HAMMER</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_ARC_HAMMER,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_ArcHammer,
			GALYANA_CLASS_BLANK,
			STAT_E_ARCHAMMER_SHIELD,
			STAT_E_ARCHAMMER_HULL,
			STAT_E_ARCHAMMER_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_ARC_HAMMER,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_ArcHammer,
			GALYANA_CLASS_BLANK,
			STAT_E_ARCHAMMER_COST,
			STAT_E_ARCHAMMER_TIME,
			STAT_E_ARCHAMMER_SHIELD,
			STAT_E_ARCHAMMER_HULL,
			STAT_E_ARCHAMMER_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_CAPITAL</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Corellian_Corvette Crusader_Gunship Gallofree_Corvette</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>MC80_LibertyType Kedalbe_Battleship Centurion_Destroyer</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>EV_archammer.ALO</Space_Model_Name>
		<Icon_Name>I_BUTTON_ROM_MOHC.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>8</Population_Value>
		<Space_Override_Population_Value>0</Space_Override_Population_Value><!-- SoaFE: Yes Zero, special case hero -->
		<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>

	<!-- GUI Info -->
		<GUI_Row>1</GUI_Row>
		<GUI_Bracket_Height>500</GUI_Bracket_Height>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

	<!-- Scale - Collision Info -->
		<Mass>0.999</Mass>
		<Size_Value>360</Size_Value>
		<Scale_Factor>2.0</Scale_Factor>
		<Select_Box_Scale>750</Select_Box_Scale>
		<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>1.7</Max_Speed>
		<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>5</Bank_Turn_Angle>
		<Max_Thrust>0.1</Max_Thrust>
		<OverrideAcceleration>.02</OverrideAcceleration>
		<OverrideDeceleration>.02</OverrideDeceleration>

		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>0.6</Hyperspace_Speed>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
		<Shield_Points>2400</Shield_Points>
		<Shield_Refresh_Rate>50</Shield_Refresh_Rate>
		<Armor_Type>Armor_Capital</Armor_Type>
		<Tactical_Health>7200</Tactical_Health>
		<Energy_Capacity>10000</Energy_Capacity>
		<Energy_Refresh_Rate>700</Energy_Refresh_Rate>

		<Override_Bounty_SP>600</Override_Bounty_SP>
		<Override_Bounty_MP>750</Override_Bounty_MP>

	<!-- Damage - Targeting Info -->
		<Damage>70</Damage>
		<AI_Combat_Power>7000</AI_Combat_Power>

		<!--Factory Ship, umlimited reserves. High spawn delay-->
		<Starting_Spawned_Units_Tech_0>TIE_Phantom_Squadron, 3</Starting_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>TIE_Defender_Squadron, 1</Starting_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>10</Spawned_Squadron_Delay_Seconds>
		<Reserve_Spawned_Units_Tech_0>TIE_Phantom_Squadron, -1</Reserve_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>TIE_Defender_Squadron, -1</Reserve_Spawned_Units_Tech_0>

		<HardPoints>
			HP_ARC_HAMMER_CON_MISSILE,
			HP_ARC_HAMMER_LASER_CANNON_LEFT,
			HP_ARC_HAMMER_LASER_CANNON_RIGHT,
			HP_ARC_HAMMER_TURBOLASER_LEFT,
			HP_ARC_HAMMER_TURBOLASER_RIGHT,
			HP_ARC_HAMMER_ENGINES,
			HP_ARC_HAMMER_SHIELD_GEN,
			HP_ARC_HAMMER_FIGHTER_BAY
		</HardPoints>

		<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.4</Dense_FOW_Reveal_Range_Multiplier>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Arc_Hammer_TP</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

		<FormationPriority>5</FormationPriority>
		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Visible_On_Radar_When_Fogged>True</Visible_On_Radar_When_Fogged>
		<Radar_Icon_Name>i_radar_capital_ship_empire.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.06 0.06</Radar_Icon_Size>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>
		<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>

		<CategoryMask>Capital | SpaceHero | AntiCorvette</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>
		<Ship_Class>Capital</Ship_Class>
		<Space_Layer>Capital</Space_Layer>
		<Layer_Z_Adjust>-310.0</Layer_Z_Adjust>
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

	<!-- Galactic Info -->
		<Score_Cost_Credits>40000</Score_Cost_Credits>
		<Maintenance_Cost>0.3</Maintenance_Cost>

		<Political_Control>0</Political_Control>
		<Squadron_Capacity>40</Squadron_Capacity>

		<Neutralization_Cost>2500.0</Neutralization_Cost>
		<Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
		<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>

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

		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Clone>Damage_Normal, Arc_Hammer_Death_Clone</Death_Clone>
		<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Arc_Hammer</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Complete_Arc_Hammer</SFXEvent_Hero_Respawned>

		<SFXEvent_Select>Unit_Select_Arc_Hammer</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Arc_Hammer</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Arc_Hammer</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Arc_Hammer</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Arc_Hammer</SFXEvent_Guard>
		<SFXEvent_Barrage>Unit_Barrage_Arc_Hammer</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Arc_Hammer</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Arc_Hammer</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Arc_Hammer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Arc_Hammer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Arc_Hammer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Arc_Hammer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Arc_Hammer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Arc_Hammer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_Grav_Arc_Hammer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_BAY_Arc_Hammer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Arc_Hammer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Arc_Hammer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Arc_Hammer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Arc_Hammer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Arc_Hammer</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Arc_Hammer</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Arc_Hammer</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Arc_Hammer</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Arc_Hammer</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Arc_Hammer</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>MISSILE_SHIELD</Type>
			<Disable_Movement>Yes</Disable_Movement>
			<Effective_Radius>1000</Effective_Radius>
			<Recharge_Seconds>0</Recharge_Seconds>
			<Expiration_Seconds>0</Expiration_Seconds>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Missile_Field_Interdictor</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated/>
			<Supports_Autofire>True</Supports_Autofire>
			<Alternate_Icon_Name>i_sa_missile_jamming.tga</Alternate_Icon_Name>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Combat_Bonus_Ability Name="Arc_Hammer_Combat_Bonus">
			<Activation_Style>Space_Automatic</Activation_Style>
			<Unit_Strength_Category>Transport</Unit_Strength_Category>
			<Applicable_Unit_Categories>Transport</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Health_Bonus_Percentage>0.0</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
			<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
			<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
			<Defense_Bonus_Percentage>0.25</Defense_Bonus_Percentage>
			<Movement_Speed_Bonus_Percentage>0.25</Movement_Speed_Bonus_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Combat_Bonus_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>5500</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>35</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
		<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
	</UniqueUnit>

	<UniqueUnit Name="Arc_Hammer_Death_Clone">
		<Text_ID>TEXT_TOOLTIP_ARC_HAMMER</Text_ID>
		<Space_Model_Name>EV_archammer_D.alo</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
		<Scale_Factor>2.0</Scale_Factor>
		<Layer_Z_Adjust>-310.0</Layer_Z_Adjust>
		<Max_Speed>0.25</Max_Speed>
		<Max_Rate_Of_Turn>0.4</Max_Rate_Of_Turn>
		<Max_Thrust>0.05</Max_Thrust>
		<Max_Rate_Of_Roll>0.02</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>5</Bank_Turn_Angle>
		<Affiliation>Empire</Affiliation>
		<Ship_Class>capital_ship</Ship_Class>
		<Remove_Upon_Death>true</Remove_Upon_Death>
	</UniqueUnit>

	<UniqueUnit Name="ISD_Gorgon"> <!-- Admiral Daala -->
		<Variant_Of_Existing_Type>UEAW_CLASS2_ISD_GENERIC</Variant_Of_Existing_Type>

	<!-- Encyclopedia Info -->
		<Text_ID>UEAW_UNIT_ISD_GORGON</Text_ID>
		<Encyclopedia_Text>
			UEAW_TOOLTIP_ISD_GORGON,
			GALYANA_CLASS_BLANK,
			UEAW_TOOLTIP_STAR_DESTROYER_CLASS_II_DAALA,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Daala,
			GALYANA_CLASS_BLANK,
			STAT_E_DAALA_SHIELD,
			STAT_E_DAALA_HULL,
			STAT_E_DAALA_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			UEAW_TOOLTIP_ISD_GORGON,
			GALYANA_CLASS_BLANK,
			UEAW_TOOLTIP_STAR_DESTROYER_CLASS_II_DAALA,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Daala,
			GALYANA_CLASS_BLANK,
			STAT_E_DAALA_COST,
			STAT_E_DAALA_TIME,
			STAT_E_DAALA_SHIELD,
			STAT_E_DAALA_HULL,
			STAT_E_DAALA_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_CAPITAL</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Corellian_Corvette Hutt_Dreadnaught Pinance_Heavy_Corvette</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>MC99_Star_Dreadnaught SternenKreuzer Super_Carrier</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>EV_StarDestroyer_2.ALO</Space_Model_Name>
		<Icon_Name>GUEAW_DAALA.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>8</Population_Value>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
		<Shield_Points>3000</Shield_Points>
		<Shield_Refresh_Rate>60</Shield_Refresh_Rate>
		<Armor_Type>Armor_Capital</Armor_Type>
		<Tactical_Health>7500</Tactical_Health>
		<Energy_Capacity>12000</Energy_Capacity>
		<Energy_Refresh_Rate>500</Energy_Refresh_Rate>

		<Override_Bounty_SP>600</Override_Bounty_SP>
		<Override_Bounty_MP>750</Override_Bounty_MP>

	<!-- Damage - Targeting Info -->
		<Damage>100</Damage>
		<AI_Combat_Power>8000</AI_Combat_Power>

		<Starting_Spawned_Units_Tech_0>UEAW_TIE_Advanced_Squadron, 3</Starting_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>TIE_Defender_Squadron, 2</Starting_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
		<Reserve_Spawned_Units_Tech_0>UEAW_TIE_Advanced_Squadron, 12</Reserve_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>TIE_Defender_Squadron, 8</Reserve_Spawned_Units_Tech_0>

		<HardPoints>
			HP_Star_DestroyerII_Weapon_FL_Hero, HP_Star_DestroyerII_Weapon_FR_Hero,
			HP_Star_DestroyerII_Weapon_BL_Hero, HP_Star_DestroyerII_Weapon_BR_Hero,
			HP_Star_DestroyerII_Weapon_ML_Hero, HP_Star_DestroyerII_Weapon_MR_Hero,
			HP_Star_DestroyerII_Weapon_C_Hero,
			HP_Star_DestroyerII_Shield_Generator_Hero, HP_Star_DestroyerII_Engines_Hero,
			HP_Star_DestroyerII_Fighter_Bay_Hero, HP_Star_DestroyerII_Tractor_Beam_Hero
		</HardPoints>

		<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.25</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>

	<!-- Misc. Info -->
		<CategoryMask>Capital | SpaceHero | AntiFrigate</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>

		<Is_Named_Hero>Yes</Is_Named_Hero>

		<Neutralization_Cost>2000.0</Neutralization_Cost>
		<Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
		<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>

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

		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
		<Death_Clone>Damage_Normal, Gorgon_Star_Destroyer_Death_Clone</Death_Clone>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Mara_Jade</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Respawn_Mara_Jade</SFXEvent_Hero_Respawned>

		<SFXEvent_Select>Unit_Select_Mara_Jade</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Mara_Jade</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Mara_Jade</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Mara_Jade</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Mara_Jade</SFXEvent_Guard>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Mara_Jade</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Mara_Jade</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Bombard_Select_Target>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
		<SFXEvent_Bombard_Incoming>EHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

		<Death_SFXEvent_Start_Die>Unit_Defeat_Mara_Jade</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>CONCENTRATE_FIRE</Type>
			<Effective_Radius>4000</Effective_Radius>
			<Recharge_Seconds>50</Recharge_Seconds>
			<Expiration_Seconds>20</Expiration_Seconds>
			<Particle_Effect>Home_One_Target_Particles</Particle_Effect>
			<GUI_Activated_Ability_Name>Daala_Concentrate_Fire_Ability</GUI_Activated_Ability_Name>
			<SFXEvent_Target_Ability>Unit_Group_Attack_Mara_Jade</SFXEvent_Target_Ability>
			<Alternate_Description_Text>Galyana_Ability_Text_ConcentrateFire_Daala</Alternate_Description_Text>
		</Unit_Ability>
		<Unit_Ability>
			<Type>TRACTOR_BEAM</Type>
			<GUI_Activated_Ability_Name>Daala_Tractor_Beam_Attack_Ability</GUI_Activated_Ability_Name>
			<Recharge_Seconds>20</Recharge_Seconds>
			<SFXEvent_Target_Ability/>
			<SFXEvent_Special_Ability_Loop>Unit_Star_Destroyer_Tractor_Beam</SFXEvent_Special_Ability_Loop>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Concentrate_Fire_Attack_Ability Name="Daala_Concentrate_Fire_Ability">
			<Activation_Style>User_Input</Activation_Style>
			<Applicable_Unit_Categories>Fighter | Bomber | Transport | Corvette | Frigate | Capital</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<!--Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease"-->
			<Target_Damage_Increase_Percent>0.20</Target_Damage_Increase_Percent>
			<Target_Speed_Decrease_Percent>0.50</Target_Speed_Decrease_Percent>
			<Stacking_Category>0</Stacking_Category>
		</Concentrate_Fire_Attack_Ability>
		<Combat_Bonus_Ability Name="Daala_Combat_Bonus_General">
			<Activation_Style>Space_Automatic</Activation_Style>
			<Unit_Strength_Category>Corvette | Frigate | Capital</Unit_Strength_Category>
			<Applicable_Unit_Categories>Corvette | Frigate | Capital</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types>
				Executor_Super_Star_Destroyer_No_Tractor_Beam, Executor_Super_Star_Destroyer, UEAW_Eclipse, Eclipse_Super_Star_Destroyer,
				Empire_Star_Base_1, Empire_Star_Base_2, Empire_Star_Base_3, Empire_Star_Base_4, Empire_Star_Base_5,
				Skirmish_Empire_Star_Base_1, Skirmish_Empire_Star_Base_2, Skirmish_Empire_Star_Base_3, Skirmish_Empire_Star_Base_4, Skirmish_Empire_Star_Base_5, Skirmish_Empire_Star_Base_5_Beam,
				Tournament_Empire_Star_Base_1, Tournament_Empire_Star_Base_2, Tournament_Empire_Star_Base_3, Tournament_Empire_Star_Base_4, Tournament_Empire_Star_Base_5, Tournament_Empire_Star_Base_5_Beam,
				Upgrade_Drydock_1E, Upgrade_Drydock_2E, Upgrade_Drydock_3E, Upgrade_Drydock_4E, Advanced_Drydock_E,
				Tournament_Upgrade_Drydock_1E, Tournament_Upgrade_Drydock_2E, Tournament_Upgrade_Drydock_3E, Tournament_Upgrade_Drydock_4E, Tournament_Advanced_Drydock_E,
				Skirmish_Hutt_Asteroid_Base, Empire_Defense_Station, Empire_Defense_Station_GC, Empire_Nanite_Field, Dummy_Barrage_Target
			</Excluded_Unit_Types>
			<Health_Bonus_Percentage>0.0</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
			<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
			<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
			<Defense_Bonus_Percentage>0.20</Defense_Bonus_Percentage>
			<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Combat_Bonus_Ability>
		<Tractor_Beam_Attack_Ability Name="Daala_Tractor_Beam_Attack_Ability">
			<Activation_Style>User_Input</Activation_Style>
			<Applicable_Unit_Categories>Transport | Corvette | Frigate</Applicable_Unit_Categories>
			<Applicable_Unit_Types>Millennium_Falcon, Moldy_Crow, Qatil, Chrysaetos, Xizor_Virago, Houndstooth, IG-2000, Slave_I, Mara_Jade_Ship</Applicable_Unit_Types>
			<Excluded_Unit_Types>Buzz_Droids, Buzz_Droids_Mirage_Mk2</Excluded_Unit_Types>
			<Activation_Min_Range>10</Activation_Min_Range>
			<Activation_Max_Range>1500</Activation_Max_Range>
			<!--Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease"-->
			<Target_Speed_Decrease_Percent>0.95</Target_Speed_Decrease_Percent>
			<Stacking_Category>0</Stacking_Category>
		</Tractor_Beam_Attack_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>6000</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>45</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
		<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
	</UniqueUnit>

	<UniqueUnit Name="Gorgon_Star_Destroyer_Death_Clone">
		<Text_ID>UEAW_UNIT_ISD_GORGON</Text_ID>
		<Space_Model_Name>EV_StarDestroyer_D.ALO</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
		<Scale_Factor>1</Scale_Factor>
		<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
		<Max_Speed>0.25</Max_Speed>
		<Max_Rate_Of_Turn>0.02</Max_Rate_Of_Turn>
		<Max_Thrust>0.05</Max_Thrust>
		<Max_Rate_Of_Roll>0.02</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>5</Bank_Turn_Angle>
		<Affiliation>Empire</Affiliation>
		<Ship_Class>capital_ship</Ship_Class>
		<Remove_Upon_Death>true</Remove_Upon_Death>
	</UniqueUnit>

	<UniqueUnit Name="ISD_Basilisk">
		<Variant_Of_Existing_Type>Generic_Star_Destroyer</Variant_Of_Existing_Type>
		<Text_ID>UEAW_UNIT_ISD_BASILISK</Text_ID>
		<Encyclopedia_Text>
			UEAW_TOOLTIP_ISD_BASILISK,
			GALYANA_CLASS_BLANK,
			TEXT_TOOLTIP_STAR_DESTROYER,
			GALYANA_CLASS_BLANK,
			STAT_E_ISDI_SHIELD,
			STAT_E_ISDI_HULL,
			STAT_E_ISDI_SPEED
		</Encyclopedia_Text>
		<Icon_Name>UEAW_BUTTON_ISD_NAMED.TGA</Icon_Name>

		<Tech_Level>99</Tech_Level>
		<HardPoints>
			HP_Star_Destroyer_Weapon_FL, HP_Star_Destroyer_Weapon_FR,
			HP_Star_Destroyer_Weapon_BL, HP_Star_Destroyer_Weapon_BR,
			HP_Star_Destroyer_Weapon_ML, HP_Star_Destroyer_Weapon_MR,
			HP_Star_Destroyer_Shield_Generator, HP_Star_Destroyer_Engines, HP_Star_Destroyer_Fighter_Bay, HP_Star_Destroyer_Tractor_Beam
		</HardPoints>
		<Population_Value>8</Population_Value>
		
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_Grav_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>

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

	<UniqueUnit Name="ISD_Hydra">
		<Variant_Of_Existing_Type>Generic_Star_Destroyer</Variant_Of_Existing_Type>
		<Text_ID>UEAW_UNIT_ISD_HYDRA</Text_ID>
		<Encyclopedia_Text>
			UEAW_TOOLTIP_ISD_HYDRA,
			GALYANA_CLASS_BLANK,
			TEXT_TOOLTIP_STAR_DESTROYER,
			GALYANA_CLASS_BLANK,
			STAT_E_ISDI_SHIELD,
			STAT_E_ISDI_HULL,
			STAT_E_ISDI_SPEED
		</Encyclopedia_Text>
		<Icon_Name>UEAW_BUTTON_ISD_NAMED.TGA</Icon_Name>
		
		<Tech_Level>99</Tech_Level>
		<HardPoints>
			HP_Star_Destroyer_Weapon_FL, HP_Star_Destroyer_Weapon_FR,
			HP_Star_Destroyer_Weapon_BL, HP_Star_Destroyer_Weapon_BR,
			HP_Star_Destroyer_Weapon_ML, HP_Star_Destroyer_Weapon_MR,
			HP_Star_Destroyer_Shield_Generator, HP_Star_Destroyer_Engines, HP_Star_Destroyer_Fighter_Bay, HP_Star_Destroyer_Tractor_Beam
		</HardPoints>
		<Population_Value>8</Population_Value>
		
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_Grav_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>

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

	<UniqueUnit Name="ISD_Manticore">
		<Variant_Of_Existing_Type>Generic_Star_Destroyer</Variant_Of_Existing_Type>
		<Text_ID>UEAW_UNIT_ISD_MANTICORE</Text_ID>
		<Encyclopedia_Text>
			UEAW_TOOLTIP_ISD_MANTICORE,
			GALYANA_CLASS_BLANK,
			TEXT_TOOLTIP_STAR_DESTROYER,
			GALYANA_CLASS_BLANK,
			STAT_E_ISDI_SHIELD,
			STAT_E_ISDI_HULL,
			STAT_E_ISDI_SPEED
		</Encyclopedia_Text>
		<Icon_Name>UEAW_BUTTON_ISD_NAMED.TGA</Icon_Name>

		<Tech_Level>99</Tech_Level>
		<HardPoints>
			HP_Star_Destroyer_Weapon_FL, HP_Star_Destroyer_Weapon_FR,
			HP_Star_Destroyer_Weapon_BL, HP_Star_Destroyer_Weapon_BR,
			HP_Star_Destroyer_Weapon_ML, HP_Star_Destroyer_Weapon_MR,
			HP_Star_Destroyer_Shield_Generator, HP_Star_Destroyer_Engines, HP_Star_Destroyer_Fighter_Bay, HP_Star_Destroyer_Tractor_Beam
		</HardPoints>
		<Population_Value>8</Population_Value>
		
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_Grav_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Star_Destroyer</SFXEvent_Attack_Hardpoint>

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

	<UniqueUnit Name="Admiral_Piett_Executor"><!-- Used in GC ONLY -->
	<!-- Encyclopedia Info -->
		<Text_ID>UEAW_UNIT_ADMIRAL_PIET</Text_ID>
		<Encyclopedia_Text>
			UEAW_TOOLTIP_ADMIRAL_PIET_EXECUTOR,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Piett,
			GALYANA_CLASS_BLANK,
			STAT_E_EXECUTOR_SHIELD,
			STAT_E_EXECUTOR_HULL,
			STAT_E_EXECUTOR_SPEED
		</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_SSD</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Calamari_Cruiser Rebel_Star_Base_5 Krayt_Class_Destroyer</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Y-wing B-Wing Skipray_Blastboat</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>EV_ExecutorStarDestroyer.ALO</Space_Model_Name>
		<Icon_Name>i_button_captain_firmus_piett.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>25</Population_Value>
		<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>

	<!-- GUI Info -->
		<GUI_Row>1</GUI_Row>
		<GUI_Bounds_Scale>0.05</GUI_Bounds_Scale>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>

	<!-- Scale - Collision Info -->
		<Mass>0.999</Mass>
		<Size_Value>360</Size_Value>
		<Scale_Factor>0.7</Scale_Factor>
		<Select_Box_Scale>500</Select_Box_Scale>
		<Select_Box_Z_Adjust>-50</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>1.0</Max_Speed>
		<Max_Rate_Of_Turn>0.05</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>5</Bank_Turn_Angle>
		<Max_Thrust>0.05</Max_Thrust>
		<OverrideAcceleration>.02</OverrideAcceleration>
		<OverrideDeceleration>.02</OverrideDeceleration>

		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>0.5</Hyperspace_Speed>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_SuperCapital</Shield_Armor_Type>
		<Shield_Points>15000</Shield_Points>
		<Shield_Refresh_Rate>200</Shield_Refresh_Rate>
		<Armor_Type>Armor_SuperCapital</Armor_Type>
		<Tactical_Health>35000</Tactical_Health>
		<Energy_Capacity>50000</Energy_Capacity>
		<Energy_Refresh_Rate>800</Energy_Refresh_Rate>

		<Override_Bounty_SP>1500</Override_Bounty_SP>
		<Override_Bounty_MP>3000</Override_Bounty_MP>

	<!-- Damage - Targeting Info -->
		<Damage>1000</Damage>
		<AI_Combat_Power>50000</AI_Combat_Power>

		<Starting_Spawned_Units_Tech_0>UEAW_TIE_Advanced_Squadron, 10</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>UEAW_TIE_Advanced_Squadron, 30</Reserve_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>UEAW_Assault_Gunboat_Squadron, 5</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>UEAW_Assault_Gunboat_Squadron, 20</Reserve_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>TIE_Defender_Squadron, 3</Starting_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>TIE_Defender_Squadron, 12</Reserve_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>8</Spawned_Squadron_Delay_Seconds>

		<HardPoints>
			HP_EXECUTOR_LEFT_TURBO_00,
			HP_EXECUTOR_LEFT_TURBO_01,
			HP_EXECUTOR_LEFT_TURBO_02,
			HP_EXECUTOR_LEFT_TURBO_03,
			HP_EXECUTOR_LEFT_TURBO_04,
			HP_EXECUTOR_LEFT_ION_00,
			HP_EXECUTOR_LEFT_ION_01,
			HP_EXECUTOR_LEFT_ION_02,
			HP_EXECUTOR_LEFT_CONM_00,
			HP_EXECUTOR_LEFT_CONM_01,
			HP_EXECUTOR_LEFT_CONM_02,
			HP_EXECUTOR_LEFT_TORP_00,
			HP_EXECUTOR_RIGHT_TURBO_00,
			HP_EXECUTOR_RIGHT_TURBO_01,
			HP_EXECUTOR_RIGHT_TURBO_02,
			HP_EXECUTOR_RIGHT_TURBO_03,
			HP_EXECUTOR_RIGHT_TURBO_04,
			HP_EXECUTOR_RIGHT_ION_00,
			HP_EXECUTOR_RIGHT_ION_01,
			HP_EXECUTOR_RIGHT_ION_02,
			HP_EXECUTOR_RIGHT_CONM_00,
			HP_EXECUTOR_RIGHT_CONM_01,
			HP_EXECUTOR_RIGHT_CONM_02,
			HP_EXECUTOR_RIGHT_TORP_00,
			HP_EXECUTOR_CENTER_TORP_00,
			HP_EXECUTOR_TRACTOR_00,
			HP_EXECUTOR_SHIELD_00,
			HP_EXECUTOR_SHIELD_01,
			HP_EXECUTOR_SHIELD_02,
			HP_EXECUTOR_ENGINES_00,
			HP_EXECUTOR_ENGINES_01,
			HP_EXECUTOR_FIGHTER_BAY_00
		</HardPoints>

		<Space_FOW_Reveal_Range>3000.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.25</Dense_FOW_Reveal_Range_Multiplier>
		<Multisample_FOW_Check>Yes</Multisample_FOW_Check>
		<Targeting_Max_Attack_Distance>2400.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>SuperCapital</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

		<FormationPriority>5</FormationPriority>
		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>0.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Visible_On_Radar_When_Fogged>True</Visible_On_Radar_When_Fogged>
		<Radar_Icon_Name>i_radar_Executor.tga</Radar_Icon_Name>
		<Radar_Icon_Size>0.3 0.3</Radar_Icon_Size>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>
		<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>
		<Surface_Bombardment_Capable>Yes</Surface_Bombardment_Capable>

		<CategoryMask>Capital | SpaceHero | AntiCapital</CategoryMask>
		<Ranking_In_Category>2</Ranking_In_Category>
		<Ship_Class>Super</Ship_Class>
		<Space_Layer>SuperCapital</Space_Layer>
		<Layer_Z_Adjust>-500.0</Layer_Z_Adjust>
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

	<!-- Galactic Info -->
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Build_Cost_Credits>30000</Build_Cost_Credits>
		<Build_Time_Seconds>300</Build_Time_Seconds>

		<Tech_Level>5</Tech_Level>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>5</Required_Star_Base_Level>
		<Required_Planets>MonCalimari, Kuat, Fondor, Sullust, Hypori, Mandalore, The_Maw</Required_Planets>
		<Required_Special_Structures/>

		<Neutralization_Cost>10000.0</Neutralization_Cost>
		<Can_Be_Neutralized_By_Major_Heroes>No</Can_Be_Neutralized_By_Major_Heroes>
		<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>

		<Score_Cost_Credits>90000</Score_Cost_Credits>
		<Maintenance_Cost>0.4</Maintenance_Cost>

		<Political_Control>0</Political_Control>
		<Squadron_Capacity>70</Squadron_Capacity>

		<Galactic_Fleet_Override_Model_Name>w_planet_superfleet.alo</Galactic_Fleet_Override_Model_Name><!--Big Fleet Override icon for SSDs-->
		<Galactic_Fleet_Override_Icon_Index>0</Galactic_Fleet_Override_Icon_Index><!--Big Fleet Override icon for SSDs-->

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

		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Clone>Damage_Normal, Executor_Super_Star_Destroyer_Deathclone</Death_Clone>
		<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Piett</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Respawn_Piett</SFXEvent_Hero_Respawned>

		<SFXEvent_Select>Unit_Select_Piett</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Piett</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Piett</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Piett</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Piett</SFXEvent_Guard>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Piett</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Piett</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Bombard_Select_Target>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
		<SFXEvent_Bombard_Incoming>EHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Piett</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_Lost_Tractor_Piett</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>power_to_weapons</Type>
			<Expiration_Seconds>21</Expiration_Seconds>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.5f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	-2.0f</Mod_Multiplier> <!-- was -5.0 -->
			<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.4f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,			0.5f</Mod_Multiplier>
			<Recharge_Seconds>105</Recharge_Seconds>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Star_Destroyer</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
		<Unit_Ability>
			<Type>TRACTOR_BEAM</Type>
			<GUI_Activated_Ability_Name>Executor_Tractor_Beam_Attack_Ability</GUI_Activated_Ability_Name>
			<Recharge_Seconds>20</Recharge_Seconds>
			<SFXEvent_Target_Ability>Unit_Tractor_Beam_Star_Destroyer</SFXEvent_Target_Ability>
			<SFXEvent_Special_Ability_Loop>Unit_Star_Destroyer_Tractor_Beam</SFXEvent_Special_Ability_Loop>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Combat_Bonus_Ability Name="Piet_Combat_Bonus_General">
			<Activation_Style>Space_Automatic</Activation_Style>
			<Unit_Strength_Category>Capital | Corvette | Frigate | Fighter</Unit_Strength_Category>
			<Applicable_Unit_Categories>Capital | Corvette | Frigate | Fighter</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types>Dummy_Barrage_Target</Excluded_Unit_Types>
			<Health_Bonus_Percentage>0.25</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
			<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
			<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
			<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
			<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Combat_Bonus_Ability>
		<Combat_Bonus_Ability Name="Piet_Combat_Bonus_Star_Destroyer">
			<Unit_Strength_Category/>
			<Activation_Style>Space_Automatic</Activation_Style>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types>Star_Destroyer, Star_Destroyer_Class_II</Applicable_Unit_Types>
			<Health_Bonus_Percentage>0.25</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
			<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
			<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
			<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
			<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
			<!-- note stacking category, this stacks with other hero combat bonuses -->
			<Stacking_Category>1</Stacking_Category>
		</Combat_Bonus_Ability>
		<Tractor_Beam_Attack_Ability Name="Executor_Tractor_Beam_Attack_Ability">
			<Activation_Style>User_Input</Activation_Style>
			<Applicable_Unit_Categories>Transport | Corvette | Frigate | Capital</Applicable_Unit_Categories>
			<Applicable_Unit_Types>Millennium_Falcon, Moldy_Crow, Qatil, Chrysaetos, Xizor_Virago, Houndstooth, IG-2000, Slave_I, Mara_Jade_Ship</Applicable_Unit_Types>
			<Excluded_Unit_Types>
				Buzz_Droids,
				Buzz_Droids_Mirage_Mk2,
				MC99_Star_Dreadnaught,
				Viscount_Calamari_Cruiser,
				Super_Carrier,
				Malevolence,
				Chronoscepter,
				SternenKreuzer,
				Executor_Super_Star_Destroyer_No_Tractor_Beam,
				Executor_Super_Star_Destroyer,
				UEAW_Eclipse,
				Eclipse_Super_Star_Destroyer,
				Rebel_Star_Base_1, Rebel_Star_Base_2, Rebel_Star_Base_3, Rebel_Star_Base_4, Rebel_Star_Base_5, Rebel_Defense_Station_GC,
				Empire_Star_Base_1, Empire_Star_Base_2, Empire_Star_Base_3, Empire_Star_Base_4, Empire_Star_Base_5, Empire_Defense_Station_GC,
				Underworld_Star_Base_1, Underworld_Star_Base_2, Underworld_Star_Base_3, Underworld_Star_Base_4, Underworld_Star_Base_5, Underworld_Defense_Station_GC,
				Hutt_Asteroid_Base_1, Hutt_Asteroid_Base_2, Hutt_Asteroid_Base_3, Hutt_Asteroid_Base_4, Hutt_Asteroid_Base_5, Hutt_Defense_Station_GC,
				Hutt_Asteroid_Base, Pirate_Asteroid_Base
			</Excluded_Unit_Types>
			<Activation_Min_Range>10</Activation_Min_Range>
			<Activation_Max_Range>3000</Activation_Max_Range>
			<!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" -->
			<Target_Speed_Decrease_Percent>0.95</Target_Speed_Decrease_Percent>
			<Stacking_Category>2</Stacking_Category>
		</Tractor_Beam_Attack_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
	<!--<Tactical_Build_Cost_Multiplayer>15000</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>100</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>-->
		<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
		<Build_Limit_Lifetime_Per_Player>1</Build_Limit_Lifetime_Per_Player>
		<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
		<Build_Limit_Lifetime_For_All_Allies>1</Build_Limit_Lifetime_For_All_Allies>
	</UniqueUnit>

	<!-- The Accuser Star Destroyer is used by Captain Firmus Piett (Empire Major Hero) during space battles -->
	<UniqueUnit Name="Accuser_Star_Destroyer">
		<Variant_Of_Existing_Type>Generic_Star_Destroyer</Variant_Of_Existing_Type>

	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_SD_ACCUSER</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_PIETT,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Piett,
			GALYANA_CLASS_BLANK,
			STAT_E_PIETT_SHIELD,
			STAT_E_PIETT_HULL,
			STAT_E_PIETT_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_PIETT,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Piett,
			GALYANA_CLASS_BLANK,
			STAT_E_PIETT_COST,
			STAT_E_PIETT_TIME,
			STAT_E_PIETT_SHIELD,
			STAT_E_PIETT_HULL,
			STAT_E_PIETT_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_CAPITAL</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Corellian_Corvette Corellian_Gunboat Interceptor4_Frigate</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Y-wing Skipray_Blastboat SternenKreuzer</Encyclopedia_Vulnerable_To>

		<Icon_Name>i_button_captain_firmus_piett.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>8</Population_Value>

	<!-- GUI Info -->
		<GUI_Row>0</GUI_Row>

	<!-- Statistics Info -->
		<Shield_Points>2400</Shield_Points>
		<Shield_Refresh_Rate>80</Shield_Refresh_Rate>

		<Override_Bounty_SP>600</Override_Bounty_SP>
		<Override_Bounty_MP>750</Override_Bounty_MP>

	<!-- Damage - Targeting Info -->
		<Damage>100</Damage>
		<AI_Combat_Power>8000</AI_Combat_Power>

		<HardPoints>
			HP_Star_Destroyer_Weapon_FL_Hero, HP_Star_Destroyer_Weapon_FR_Hero,
			HP_Star_Destroyer_Weapon_BL_Hero, HP_Star_Destroyer_Weapon_BR_Hero,
			HP_Star_Destroyer_Weapon_ML_Hero, HP_Star_Destroyer_Weapon_MR_Hero,
			HP_Star_Destroyer_Shield_Generator_Hero, HP_Star_Destroyer_Engines_Hero,
			HP_Star_Destroyer_Fighter_Bay_Hero, HP_Star_Destroyer_Tractor_Beam_Hero
		</HardPoints>

		<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.25</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>

	<!-- Misc. Info -->
		<CategoryMask>Capital | SpaceHero | AntiFrigate</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>

		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Prevents_Story_Campaign_Autoresolve>Yes</Prevents_Story_Campaign_Autoresolve>

		<Score_Cost_Credits>55000</Score_Cost_Credits>

		<Neutralization_Cost>2000.0</Neutralization_Cost>
		<Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
		<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>

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

		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
		<Death_Clone>Damage_Normal, Accuser_Star_Destroyer_Death_Clone</Death_Clone>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Piett</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Respawn_Piett</SFXEvent_Hero_Respawned>

		<SFXEvent_Select>Unit_Select_Piett</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Piett</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Piett</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Piett</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Piett</SFXEvent_Guard>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Piett</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Piett</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Bombard_Select_Target>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
		<SFXEvent_Bombard_Incoming>EHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Victory_Destroyer</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Piett</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_Lost_Tractor_Piett</SFXEvent_Hardpoint_Destroyed>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>ENERGY_WEAPON</Type>
			<Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>
			<GUI_Activated_Ability_Name>Piet_Energy_Weapon_Attack_Ability</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
			<Recharge_Seconds>120</Recharge_Seconds>
			<Expiration_Seconds>5</Expiration_Seconds>
			<SFXEvent_Target_Ability>Unit_Energy_Blast_Piett</SFXEvent_Target_Ability>
			<SFXEvent_Special_Ability_Loop>Unit_Star_Destroyer_Energy_Blast</SFXEvent_Special_Ability_Loop>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>TRACTOR_BEAM</Type>
			<GUI_Activated_Ability_Name>Piet_Tractor_Beam_Attack_Ability</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
			<Recharge_Seconds>20</Recharge_Seconds>
			<SFXEvent_Target_Ability>Unit_Tractor_On_Piett</SFXEvent_Target_Ability>
			<SFXEvent_Special_Ability_Loop>Unit_Star_Destroyer_Tractor_Beam</SFXEvent_Special_Ability_Loop>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Combat_Bonus_Ability Name="Piet_Combat_Bonus_General">
			<Activation_Style>Space_Automatic</Activation_Style>
			<Unit_Strength_Category>Capital | Corvette | Frigate | Fighter</Unit_Strength_Category>
			<Applicable_Unit_Categories>Capital | Corvette | Frigate | Fighter</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types>
				Executor_Super_Star_Destroyer_No_Tractor_Beam, Executor_Super_Star_Destroyer, UEAW_Eclipse, Eclipse_Super_Star_Destroyer,
				Empire_Star_Base_1, Empire_Star_Base_2, Empire_Star_Base_3, Empire_Star_Base_4, Empire_Star_Base_5,
				Skirmish_Empire_Star_Base_1, Skirmish_Empire_Star_Base_2, Skirmish_Empire_Star_Base_3, Skirmish_Empire_Star_Base_4, Skirmish_Empire_Star_Base_5, Skirmish_Empire_Star_Base_5_Beam,
				Tournament_Empire_Star_Base_1, Tournament_Empire_Star_Base_2, Tournament_Empire_Star_Base_3, Tournament_Empire_Star_Base_4, Tournament_Empire_Star_Base_5, Tournament_Empire_Star_Base_5_Beam,
				Upgrade_Drydock_1E, Upgrade_Drydock_2E, Upgrade_Drydock_3E, Upgrade_Drydock_4E, Advanced_Drydock_E,
				Tournament_Upgrade_Drydock_1E, Tournament_Upgrade_Drydock_2E, Tournament_Upgrade_Drydock_3E, Tournament_Upgrade_Drydock_4E, Tournament_Advanced_Drydock_E,
				Skirmish_Hutt_Asteroid_Base, Empire_Defense_Station, Empire_Defense_Station_GC, Empire_Nanite_Field, Dummy_Barrage_Target
			</Excluded_Unit_Types>
			<Health_Bonus_Percentage>0.25</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
			<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
			<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
			<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
			<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Combat_Bonus_Ability>
		<Combat_Bonus_Ability Name="Piet_Combat_Bonus_Star_Destroyer">
			<Unit_Strength_Category/>
			<Activation_Style>Space_Automatic</Activation_Style>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types>Star_Destroyer, Star_Destroyer_Class_II, Star_Destroyer_Class_III</Applicable_Unit_Types>
			<Health_Bonus_Percentage>0.25</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
			<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
			<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
			<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
			<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
			<!-- note stacking category, this stacks with other hero combat bonuses -->
			<Stacking_Category>1</Stacking_Category>
		</Combat_Bonus_Ability>
		<Energy_Weapon_Attack_Ability Name="Piet_Energy_Weapon_Attack_Ability">
			<Activation_Style>User_Input</Activation_Style>
			<Applicable_Unit_Categories>Capital | Corvette | Frigate | Fighter | Bomber | Transport</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Owner_Particle_Effect>Piet_Powerup_Particle_Effect</Owner_Particle_Effect>
			<Owner_Particle_Bone_Name>HP_trac_bone</Owner_Particle_Bone_Name>
			<Activation_Min_Range>0</Activation_Min_Range>
			<Activation_Max_Range>1250</Activation_Max_Range>
			<Damage_Per_Frame>40</Damage_Per_Frame>
		</Energy_Weapon_Attack_Ability>
		<Tractor_Beam_Attack_Ability Name="Piet_Tractor_Beam_Attack_Ability">
			<Activation_Style>User_Input</Activation_Style>
			<Applicable_Unit_Categories>Transport | Corvette | Frigate</Applicable_Unit_Categories>
			<Applicable_Unit_Types>Millennium_Falcon, Moldy_Crow, Qatil, Chrysaetos, Xizor_Virago, Houndstooth, IG-2000, Slave_I, Mara_Jade_Ship</Applicable_Unit_Types>
			<Excluded_Unit_Types>Buzz_Droids, Buzz_Droids_Mirage_Mk2</Excluded_Unit_Types>
			<Activation_Min_Range>5</Activation_Min_Range>
			<Activation_Max_Range>1500</Activation_Max_Range>
			<!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" -->
			<Target_Speed_Decrease_Percent>0.95</Target_Speed_Decrease_Percent>
			<Stacking_Category>2</Stacking_Category>
		</Tractor_Beam_Attack_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>5800</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>45</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
		<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
	</UniqueUnit>

	<UniqueUnit Name="Accuser_Star_Destroyer_Death_Clone">
		<Text_ID>TEXT_UNIT_SD_ACCUSER</Text_ID>
		<Space_Model_Name>EV_StarDestroyer_D.ALO</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
		<Scale_Factor>1</Scale_Factor>
		<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
		<Max_Speed>0.25</Max_Speed>
		<Max_Rate_Of_Turn>0.02</Max_Rate_Of_Turn>
		<Max_Thrust>0.05</Max_Thrust>
		<Max_Rate_Of_Roll>0.02</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>5</Bank_Turn_Angle>
		<Affiliation>Empire</Affiliation>
		<Ship_Class>capital_ship</Ship_Class>
		<Remove_Upon_Death>true</Remove_Upon_Death>
	</UniqueUnit>

	<!-- This version is here if we wish to use Thrawn as a galactic-only hero like Tarkin
	(he would actually replace Tarkin).  If you want to use a space tactical version,
	use the Admonitor below.-->

	<HeroUnit Name="Grand_Admiral_Thrawn">
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Text_ID>TEXT_HERO_THRAWN</Text_ID>
		<Encyclopedia_Text>TEXT_TOOLTIP_THRAWN</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FLEET_COMMANDER</Encyclopedia_Unit_Class>
		<Icon_Name>i_button_thrawn.tga</Icon_Name>

		<Mass>1.0</Mass>
		<Scale_Factor>1.0</Scale_Factor>
		<Affiliation>Empire</Affiliation>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>

		<Size_Value>75</Size_Value>
		<Damage>80</Damage>
		<Lua_Script>Tarkin</Lua_Script>

		<Attach_To_Flagship_During_Space_Battle>Yes</Attach_To_Flagship_During_Space_Battle>
		<Stay_In_Transport_During_Ground_Battle>Yes</Stay_In_Transport_During_Ground_Battle>

		<CategoryMask>NonCombatHero</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>

		<Neutralization_Cost>1000.0</Neutralization_Cost>
		<Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
		<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>
		<Score_Cost_Credits>10000</Score_Cost_Credits>

	<Abilities SubObjectList="Yes">
		<Reduce_Production_Price_Ability Name="Thrawn_Reduce_Production_Price">
			<Unit_Strength_Category/>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types>Empire_Star_Base_1, Empire_Star_Base_2, Empire_Star_Base_3, Empire_Star_Base_4, Empire_Star_Base_5, Empire_Mineral_Extractor_GC, Empire_Defense_Station_GC, E_Gravity_Well_Station, Empire_Orbital_Long_Range_Scanner</Applicable_Unit_Types>
			<Price_Reduction_Percentage>0.20</Price_Reduction_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Reduce_Production_Price_Ability>
		<Combat_Bonus_Ability Name="Thrawn_Combat_Bonus">
			<Activation_Style>Space_Automatic</Activation_Style>
			<Unit_Strength_Category>Capital | Corvette | Frigate | Fighter</Unit_Strength_Category>
			<Applicable_Unit_Categories>Capital | Corvette | Frigate | Fighter</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types>Dummy_Barrage_Target</Excluded_Unit_Types>
			<Health_Bonus_Percentage>0.0</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
			<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
			<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
			<Defense_Bonus_Percentage>0.2</Defense_Bonus_Percentage>
			<Movement_Speed_Bonus_Percentage>0.05</Movement_Speed_Bonus_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Combat_Bonus_Ability>
		<System_Spy_Ability Name="Thrawn_Ship_Reveal">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Galactic_Automatic</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<Duration_In_Secs>-1.0</Duration_In_Secs>
			<See_Base_Levels>No</See_Base_Levels>
			<See_Credit_Income>No</See_Credit_Income>
			<See_Credit_Income_Breakdown>No</See_Credit_Income_Breakdown>
			<See_Num_Fleets>Yes</See_Num_Fleets>
			<See_Most_Powerful_Ship>Yes</See_Most_Powerful_Ship>
			<See_Fleet_Contents>No</See_Fleet_Contents>
			<See_Num_Ground_Companies>No</See_Num_Ground_Companies>
			<See_Ground_Company_Contents>No</See_Ground_Company_Contents>
			<See_Special_Structures>No</See_Special_Structures>
			<See_Political_Control>No</See_Political_Control>
			<See_Political_Control_Breakdown>No</See_Political_Control_Breakdown>
			<See_Current_Production>No</See_Current_Production>
			<See_Minor_Stealth_Heroes>No</See_Minor_Stealth_Heroes>
			<See_Major_Stealth_Heroes>No</See_Major_Stealth_Heroes>
		</System_Spy_Ability>
		<Find_Weakness_Ability Name="Thrawn_Find_Weakness">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Space_Automatic</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<Applicable_Unit_Categories>Corvette | Frigate | Capital</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types>
				MC99_Star_Dreadnaught,
				Viscount_Calamari_Cruiser,
				Super_Carrier,
				Malevolence,
				Chronoscepter,
				SternenKreuzer,
				Executor_Super_Star_Destroyer_No_Tractor_Beam,
				Executor_Super_Star_Destroyer,
				UEAW_Eclipse,
				Eclipse_Super_Star_Destroyer,
				Galyana_SSD_GC,
				Galyana_SSD,
				Acklay,
				Pestelous_ISD,
				Arc_Hammer,
				Accuser_Star_Destroyer,
				Admonitor_Star_Destroyer,
				Pellaeon_Acclamator,
				ISD_Gorgon,
				Sundered_Heart,
				Moff_Falast_Star_Destroyer,
				Home_One,
				The_Peacebringer,
				Errant_Venture
			</Excluded_Unit_Types>
			<!-- Allied units deal 25% more against the unit with the Find Weakness defense reduction effect -->
			<Damage_Bonus_Percentage>0.25</Damage_Bonus_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Find_Weakness_Ability>
		<Remove_Corruption_Ability Name="Thrawn_Remove_Corruption">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Corruption_Removal_Cost_Multiplier>1.1</Corruption_Removal_Cost_Multiplier><!--1.2 means 20% more expensive than base cost, 0.8 means 20% cheaper-->
			<Activation_Style>Ground_Activated</Activation_Style>
			<Corruption_Removal_Time_In_Secs>10</Corruption_Removal_Time_In_Secs><!-- Time it takes to remove corruption-->
			<Activation_Style>Ground_Activated</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<SFXEvent_Activate>EHD_Removing_Corruption</SFXEvent_Activate>
		</Remove_Corruption_Ability>
	</Abilities>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>POWER_TO_WEAPONS</Type>
			<Mod_Multiplier>SPEED_MULTIPLIER,		0.5f</Mod_Multiplier>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.2f</Mod_Multiplier>
			<Recharge_Seconds>50</Recharge_Seconds>
			<Expiration_Seconds>7</Expiration_Seconds>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Thrawn</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated/>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</HeroUnit>

	<HeroCompany Name="Grand_Admiral_Thrawn_Team">
		<Text_ID>TEXT_HERO_THRAWN_TEAM</Text_ID>
		<Encyclopedia_Text>TEXT_TOOLTIP_THRAWN</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FLEET_COMMANDER</Encyclopedia_Unit_Class>

		<Icon_Name>i_button_thrawn.tga</Icon_Name>
		<Is_Dummy>Yes</Is_Dummy>
		<Damage>60</Damage>
		<Affiliation>Empire</Affiliation>
		<Build_Time_Seconds>0</Build_Time_Seconds>
		<Tech_Level>1</Tech_Level>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>
		<Behavior>DUMMY_GROUND_COMPANY</Behavior>

		<Company_Transport_Unit>Shuttle_Tyderium</Company_Transport_Unit>
		<Company_Units>Grand_Admiral_Thrawn</Company_Units>
		<Is_Named_Hero>Yes</Is_Named_Hero>

		<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Select_Thrawn</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Select_Thrawn</SFXEvent_Hero_Respawned>

		<Score_Cost_Credits>10000</Score_Cost_Credits>
		<CategoryMask>NonCombatHero</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>
		<Population_Value>1</Population_Value>
	</HeroCompany>

	<!-- Use this version if you want to have Thrawn in tactical space combat -->
	<UniqueUnit Name="Admonitor_Star_Destroyer">
		<Variant_Of_Existing_Type>Generic_Star_Destroyer</Variant_Of_Existing_Type>

	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_SD_ADMONITOR</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_SD_ADMONITOR,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Thrawn,
			GALYANA_CLASS_BLANK,
			STAT_E_THRAWN_SHIELD,
			STAT_E_THRAWN_HULL,
			STAT_E_THRAWN_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_SD_ADMONITOR,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Thrawn,
			GALYANA_CLASS_BLANK,
			STAT_E_THRAWN_COST,
			STAT_E_THRAWN_TIME,
			STAT_E_THRAWN_SHIELD,
			STAT_E_THRAWN_HULL,
			STAT_E_THRAWN_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_CAPITAL</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Kedalbe_Battleship Calamari_Cruiser Centurion_Destroyer</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>B-Wing MC30_Frigate Skipray_Blastboat</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>EV_StarDestoyer_Thrawn.alo</Space_Model_Name>
		<Icon_Name>i_button_thrawn.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>8</Population_Value>

	<!-- Statistics Info -->
		<Shield_Points>2400</Shield_Points>
		<Shield_Refresh_Rate>80</Shield_Refresh_Rate>

		<Override_Bounty_SP>600</Override_Bounty_SP>
		<Override_Bounty_MP>750</Override_Bounty_MP>

	<!-- Damage - Targeting Info -->
		<Damage>100</Damage>
		<AI_Combat_Power>8000</AI_Combat_Power>

		<HardPoints>
			HP_Thrawn_SD_Weapon_FL,
			HP_Thrawn_SD_Weapon_FR,
			HP_Thrawn_SD_Weapon_BL,
			HP_Thrawn_SD_Weapon_BR,
			HP_Thrawn_SD_Weapon_ML,
			HP_Thrawn_SD_Weapon_MR,
			HP_Thrawn_SD_Shield_Generator,
			HP_Thrawn_SD_Engines,
			HP_Thrawn_SD_Fighter_Bay,
			HP_Thrawn_SD_Tractor_Beam
		</HardPoints>

		<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.25</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>2000.0</Targeting_Max_Attack_Distance>

	<!-- Misc. Info -->
		<CategoryMask>Capital | SpaceHero | AntiFrigate</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>

		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Prevents_Story_Campaign_Autoresolve>Yes</Prevents_Story_Campaign_Autoresolve>
		<Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>

		<Score_Cost_Credits>55000</Score_Cost_Credits>

		<Neutralization_Cost>5500.0</Neutralization_Cost>
		<Can_Be_Neutralized_By_Major_Heroes>Yes</Can_Be_Neutralized_By_Major_Heroes>
		<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>

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

		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Explosions>Large_Explosion_Space_Empire</Death_Explosions>
		<Death_Clone>Damage_Normal, Admonitor_Star_Destroyer_Death_Clone</Death_Clone>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>EHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Select_Thrawn</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Select_Thrawn</SFXEvent_Hero_Respawned>

		<SFXEvent_Select>Unit_Select_Thrawn</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Thrawn</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Thrawn</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Thrawn</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Thrawn</SFXEvent_Guard>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Thrawn</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Defeat_Thrawn</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Bombard_Select_Target>EHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
		<SFXEvent_Bombard_Incoming>EHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Thrawn</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ion_Thrawn</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Thrawn</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Thrawn</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_Lost_Bay_Thrawn</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_Lost_Tractor_Thrawn</SFXEvent_Hardpoint_Destroyed>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>POWER_TO_WEAPONS</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.3</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,			2.0</Mod_Multiplier>
			<Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER,	2.0</Mod_Multiplier>
			<Recharge_Seconds>50</Recharge_Seconds>
			<Expiration_Seconds>8</Expiration_Seconds>
			<Alternate_Name_Text>TEXT_TOOLTIP_ABILITY_ASSAULT_NAME</Alternate_Name_Text>
			<Alternate_Description_Text>TEXT_TOOLTIP_ABILITY_ASSAULT_DESCRIPTION</Alternate_Description_Text>
			<Alternate_Icon_Name>i_sa_assault.tga</Alternate_Icon_Name>
		</Unit_Ability>
		<Unit_Ability>
			<Type>TRACTOR_BEAM</Type>
			<GUI_Activated_Ability_Name>Admonitor_Tractor_Beam_Attack_Ability</GUI_Activated_Ability_Name>
			<Recharge_Seconds>25</Recharge_Seconds>
			<SFXEvent_Target_Ability>Unit_Tractor_Beam_Thrawn</SFXEvent_Target_Ability>
			<SFXEvent_Special_Ability_Loop>Unit_Star_Destroyer_Tractor_Beam</SFXEvent_Special_Ability_Loop>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Reduce_Production_Price_Ability Name="Thrawn_Reduce_Production_Price">
			<Unit_Strength_Category/>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types>Empire_Star_Base_1, Empire_Star_Base_2, Empire_Star_Base_3, Empire_Star_Base_4, Empire_Star_Base_5, Empire_Mineral_Extractor_GC, Empire_Defense_Station_GC, E_Gravity_Well_Station, Empire_Orbital_Long_Range_Scanner</Applicable_Unit_Types>
			<Price_Reduction_Percentage>0.20</Price_Reduction_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Reduce_Production_Price_Ability>
		<Combat_Bonus_Ability Name="Admonitor_Combat_Bonus">
			<Activation_Style>Space_Automatic</Activation_Style>
			<Unit_Strength_Category>Corvette</Unit_Strength_Category>
			<Applicable_Unit_Categories>Corvette</Applicable_Unit_Categories>
			<Applicable_Unit_Types>Interdictor_Cruiser, Vinterdictor_Cruiser, Victory_Destroyer, Escort_Carrier, Empire_Hammer_SA, Empire_Providence_SA</Applicable_Unit_Types>
			<Excluded_Unit_Types>Dummy_Barrage_Target</Excluded_Unit_Types>
			<Health_Bonus_Percentage>0.0</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.0</Damage_Bonus_Percentage>
			<Energy_Pool_Bonus_Percentage>0.0</Energy_Pool_Bonus_Percentage>
			<Shield_Bonus_Percentage>0.0</Shield_Bonus_Percentage>
			<Defense_Bonus_Percentage>0.0</Defense_Bonus_Percentage>
			<Movement_Speed_Bonus_Percentage>0.25</Movement_Speed_Bonus_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Combat_Bonus_Ability>
		<Tractor_Beam_Attack_Ability Name="Admonitor_Tractor_Beam_Attack_Ability">
			<Activation_Style>User_Input</Activation_Style>
			<Applicable_Unit_Categories>Transport | Corvette | Frigate</Applicable_Unit_Categories>
			<Applicable_Unit_Types>Millennium_Falcon, Moldy_Crow, Qatil, Chrysaetos, Xizor_Virago, Houndstooth, IG-2000, Slave_I, Mara_Jade_Ship</Applicable_Unit_Types>
			<Excluded_Unit_Types>Buzz_Droids, Buzz_Droids_Mirage_Mk2</Excluded_Unit_Types>
			<Activation_Min_Range>0</Activation_Min_Range>
			<Activation_Max_Range>1500</Activation_Max_Range>
			<!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" -->
			<Target_Speed_Decrease_Percent>0.95</Target_Speed_Decrease_Percent>
			<Stacking_Category>0</Stacking_Category>
		</Tractor_Beam_Attack_Ability>
		<System_Spy_Ability Name="Admonitor_Ship_Reveal">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Galactic_Automatic</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<Duration_In_Secs>-1.0</Duration_In_Secs>
			<See_Base_Levels>No</See_Base_Levels>
			<See_Credit_Income>No</See_Credit_Income>
			<See_Credit_Income_Breakdown>No</See_Credit_Income_Breakdown>
			<See_Num_Fleets>Yes</See_Num_Fleets>
			<See_Most_Powerful_Ship>Yes</See_Most_Powerful_Ship>
			<See_Fleet_Contents>No</See_Fleet_Contents>
			<See_Num_Ground_Companies>No</See_Num_Ground_Companies>
			<See_Ground_Company_Contents>No</See_Ground_Company_Contents>
			<See_Special_Structures>No</See_Special_Structures>
			<See_Political_Control>No</See_Political_Control>
			<See_Political_Control_Breakdown>No</See_Political_Control_Breakdown>
			<See_Current_Production>No</See_Current_Production>
			<See_Minor_Stealth_Heroes>No</See_Minor_Stealth_Heroes>
			<See_Major_Stealth_Heroes>No</See_Major_Stealth_Heroes>
		</System_Spy_Ability>
		<Remove_Corruption_Ability Name="Thrawn_Remove_Corruption">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Corruption_Removal_Cost_Multiplier>1.1</Corruption_Removal_Cost_Multiplier><!--1.2 means 20% more expensive than base cost, 0.8 means 20% cheaper-->
			<Corruption_Removal_Time_In_Secs>20</Corruption_Removal_Time_In_Secs><!-- Time it takes to remove corruption-->
			<Activation_Style>Ground_Activated</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<SFXEvent_Activate>EHD_Removing_Corruption</SFXEvent_Activate>
		</Remove_Corruption_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>6200</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>45</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_Per_Player>1</Build_Limit_Current_Per_Player>
		<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
	</UniqueUnit>

	<UniqueUnit Name="Admonitor_Star_Destroyer_No_Engine_Hardpoint">
		<Variant_Of_Existing_Type>Admonitor_Star_Destroyer</Variant_Of_Existing_Type>

		<HardPoints>
			HP_Thrawn_SD_Weapon_FL,
			HP_Thrawn_SD_Weapon_FR,
			HP_Thrawn_SD_Weapon_BL,
			HP_Thrawn_SD_Weapon_BR,
			HP_Thrawn_SD_Weapon_ML,
			HP_Thrawn_SD_Weapon_MR,
			HP_Thrawn_SD_Shield_Generator,
			HP_Thrawn_SD_Engines_No_Target,
			HP_Thrawn_SD_Fighter_Bay,
			HP_Thrawn_SD_Tractor_Beam
		</HardPoints>
	</UniqueUnit>

	<UniqueUnit Name="Admonitor_Star_Destroyer_Death_Clone">
		<Text_ID>TEXT_UNIT_SD_ADMONITOR</Text_ID>
		<Space_Model_Name>EV_StarDestroyer_Thrawn_D.alo</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
		<Scale_Factor>1</Scale_Factor>
		<Layer_Z_Adjust>-330.0</Layer_Z_Adjust>
		<Max_Speed>0.25</Max_Speed>
		<Max_Rate_Of_Turn>0.02</Max_Rate_Of_Turn>
		<Max_Thrust>0.05</Max_Thrust>
		<Max_Rate_Of_Roll>0.02</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>5</Bank_Turn_Angle>
		<Affiliation>Empire</Affiliation>
		<Ship_Class>capital_ship</Ship_Class>
		<Remove_Upon_Death>true</Remove_Upon_Death>
	</UniqueUnit>
</Data>

















