<?xml version="1.0" encoding="utf-8"?>
<Data>
	<HeroUnit Name="Mon_Mothma">
		<Text_ID>TEXT_HERO_MON_MOTHMA</Text_ID>
		<Encyclopedia_Text>TEXT_TOOLTIP_MON_MOTHMA_01 GALYANA_CLASS_BLANK Galyana_HeroBonus_MonMothma</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HERO_MAJOR</Encyclopedia_Unit_Class>

		<Icon_Name>i_button_mon_mothma.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

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

		<Type>Walk</Type>

		<Damage>100</Damage>
		<Autoresolve_Health>500</Autoresolve_Health>

		<CategoryMask>NonCombatHero</CategoryMask>
		<Ranking_In_Category>1</Ranking_In_Category>

		<Score_Cost_Credits>25000</Score_Cost_Credits>
		<Political_Control>0</Political_Control> <!-- must use a special ability to modify political control in order to stack correctly -->
		<Political_Faction>Rebel</Political_Faction>

		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Spawn_Planet>Alderaan_Alive</Spawn_Planet><!-- Switching to _Alive variant -->

		<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>No</Can_Be_Neutralized_By_Major_Heroes>
		<Can_Be_Neutralized_By_Minor_Heroes>No</Can_Be_Neutralized_By_Minor_Heroes>

	<Abilities SubObjectList="Yes">
		<Combat_Bonus_Ability Name="Mothma_Combat_Bonus">
			<Activation_Style>Combat_Automatic</Activation_Style>
			<Unit_Strength_Category>Capital | Corvette | Frigate | Fighter | Vehicle | Infantry | Air</Unit_Strength_Category>
			<Applicable_Unit_Categories>Capital | Corvette | Frigate | Fighter | Vehicle | Infantry | Air</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>
		<Reduce_Production_Price_Ability Name="Mothma_Reduce_Production_Price">
			<Applicable_Unit_Categories>All</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Price_Reduction_Percentage>0.15</Price_Reduction_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Reduce_Production_Price_Ability>
		<Remove_Corruption_Ability Name="Mothma_Remove_Corruption">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Corruption_Removal_Cost_Multiplier>0.90</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-->
			<Causes_Despawn>No</Causes_Despawn>
			<SFXEvent_Activate>RHD_Removing_Corruption</SFXEvent_Activate>
		</Remove_Corruption_Ability>
	</Abilities>
	</HeroUnit>

	<HeroCompany Name="Mon_Mothma_Team">
		<Text_ID>TEXT_HERO_MON_MOTHMA_TEAM</Text_ID>
		<Encyclopedia_Text>TEXT_TOOLTIP_MON_MOTHMA_01 GALYANA_CLASS_BLANK Galyana_HeroBonus_MonMothma</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HERO_MAJOR</Encyclopedia_Unit_Class>

		<Icon_Name>i_button_mon_mothma.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>1</Population_Value>

		<GUI_Row>0</GUI_Row>

		<Combat_Power_Value>0</Combat_Power_Value>
		<Autoresolve_Health>300</Autoresolve_Health>
		<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_Timeline>0</Required_Timeline>
		<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>1</Ranking_In_Category>

		<Company_Transport_Unit>Alliance_Shuttle</Company_Transport_Unit>
		<Company_Units>Mon_Mothma</Company_Units>

		<SFXEvent_Build_Started>RHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Mothma</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Respawn_Mothma</SFXEvent_Hero_Respawned>
	</HeroCompany>

	<HeroUnit Name="General_Dodonna"> <!-- Unused but is a founding member of the Alliance -->
		<Text_ID>TEXT_HERO_GENERAL_DODONNA</Text_ID>
		<Encyclopedia_Text>TEXT_TOOLTIP_DODONNA</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FLEET_COMMANDER</Encyclopedia_Unit_Class>

		<Icon_Name>i_button_general_dodonna.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

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

		<Type>Walk</Type>

		<Damage>60</Damage>
		<Autoresolve_Health>200</Autoresolve_Health>

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

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

		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Spawn_Planet>Corellia</Spawn_Planet>

		<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>Yes</Can_Be_Neutralized_By_Minor_Heroes>

		<!-- This Galactic_Influence_Range controls how far Dodonna's Ship_Reveal ability extends -->
		<Galactic_Influence_Range>100.0</Galactic_Influence_Range>

	<Abilities SubObjectList="Yes">
		<System_Spy_Ability Name="Dodonna_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="Dodonna_Find_Weakness">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Space_Automatic</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<Applicable_Unit_Categories>Fighter | Bomber | Corvette | Frigate | Capital | Super</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<!-- Allied units do double-damage against the unit with the Find Weakness defense reduction effect -->
			<Damage_Bonus_Percentage>1.0</Damage_Bonus_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Find_Weakness_Ability>
	</Abilities>
	</HeroUnit>

	<!-- This is the battle platform used by Garm Bel Iblis for the Rebels -->
	<UniqueUnit Name="Gargantuan_Battle_Platform">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_HERO_GARM_BEL_IBLIS</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_GARM_BEL_IBLIS,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Iblis,
			GALYANA_CLASS_BLANK,
			STAT_R_IBLIS_SHIELD,
			STAT_R_IBLIS_HULL,
			STAT_R_IBLIS_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_GARM_BEL_IBLIS,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Iblis,
			GALYANA_CLASS_BLANK,
			STAT_R_IBLIS_COST,
			STAT_R_IBLIS_TIME,
			STAT_R_IBLIS_SHIELD,
			STAT_R_IBLIS_HULL,
			STAT_R_IBLIS_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIELD_COMMANDER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>AT_AT_Walker Canderous_Assault_Tank Heavy_Beam_Tank</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>MAL_Rocket_Vehicle Dark_Trooper_PhaseIII Hutt_Sniper</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>RV_GARGANTUAN.alo</Land_Model_Name>
		<Icon_Name>i_button_RI_garm_bel.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>2</Population_Value>

	<!-- GUI Info -->
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<GUI_Bounds_Scale>0.2</GUI_Bounds_Scale>

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>150</Size_Value>
		<Scale_Factor>1.0</Scale_Factor>
		<Select_Box_Scale>200</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Giant Vehicle</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collidable_By_Projectile_Dead>Yes</Collidable_By_Projectile_Dead>

		<Custom_Hard_XExtent>75.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>25.0</Custom_Hard_YExtent>
		<Overall_Length>60.0</Overall_Length>
		<Overall_Width>0.0</Overall_Width>

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

	<!-- Movement Info -->
		<MovementClass>LargeHover</MovementClass>
		<Movement_Directions_Count>2</Movement_Directions_Count>
		<Max_Speed>1.1</Max_Speed>
		<Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn>
		<Stopped_Rate_Of_Turn>1.0</Stopped_Rate_Of_Turn>

		<MinimumPushReturnDistance>100</MinimumPushReturnDistance>

		<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>

		<Wind_Disturbance_Radius>300</Wind_Disturbance_Radius>
		<Wind_Disturbance_Strength>10</Wind_Disturbance_Strength>
		<Wind_Disturbance_Sphere_Alpha>0.4</Wind_Disturbance_Sphere_Alpha>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Land_Heavy</Shield_Armor_Type>
		<Shield_Points>1000</Shield_Points>
		<Shield_Refresh_Rate>45</Shield_Refresh_Rate>
		<Armor_Type>Armor_Tank_Heavy</Armor_Type>
		<Tactical_Health>2000</Tactical_Health>
		<Autoresolve_Health>1000</Autoresolve_Health>
		<Energy_Capacity>9999</Energy_Capacity>
		<Energy_Refresh_Rate>9999</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>100</Damage>
		<AI_Combat_Power>1000</AI_Combat_Power>

		<HardPoints>
			HP_Underworld_Gagantuan_Shield_Gen_Left,
			HP_Underworld_Gagantuan_Shield_Gen_Right,
			HP_Gargantuan_Main_Turret_Front,
			HP_Gargantuan_Main_Turret_Back,
			HP_Gargantuan_Small_Turret_Front_Left,
			HP_Gargantuan_Small_Turret_Front_Right,
			HP_Gargantuan_Small_Turret_Back_Left,
			HP_Gargantuan_Small_Turret_Back_Right
		</HardPoints>

		<Land_FOW_Reveal_Range>550.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>350.0</Targeting_Max_Attack_Distance> <!-- This value must be less than the range of the hard points -->
		<Ranged_Target_Z_Adjust>15.0</Ranged_Target_Z_Adjust>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Targeting_Priority_Set>AntiVehicleStructure</Targeting_Priority_Set>

		<Idle_Chase_Range>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>

		<CategoryMask>LandHero | Vehicle | AntiVehicle | AntiStructure</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>
		<Space_Layer>Land</Space_Layer>

		<Weather_Category>LargeWalker</Weather_Category>
		<Garrison_Category>Infantry, Vehicle</Garrison_Category>
		<Num_Garrison_Slots>4</Num_Garrison_Slots>
		<Garrison_Bone_Names>b_garrison_00</Garrison_Bone_Names>
		<Garrison_Exit_Dist>0</Garrison_Exit_Dist>
		<Garrison_Enter_Dist>0</Garrison_Enter_Dist>
		<Garrison_Radius>30</Garrison_Radius>

		<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>

		<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, SHIELDED</Behavior>
		<LandBehavior>ABILITY_COUNTDOWN, WALK_LOCOMOTOR, IDLE, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, SURFACE_FX, AFFECTED_BY_SHIELD, STUNNABLE, WIND_DISTURBANCE, DAMAGE_TRACKING, GARRISON_VEHICLE, SQUASH</LandBehavior>
		<Base_Shield_Penetration_Particle>Shield_Penetration_Effect_Particle</Base_Shield_Penetration_Particle>
		<SurfaceFX_Name>Hover</SurfaceFX_Name>
		<Lua_Script>ObjectScript_Gargantuan</Lua_Script>

		<Ground_Vehicle_Turret_Target>Yes</Ground_Vehicle_Turret_Target>

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

		<Death_Explosions>Large_Explosion_Land</Death_Explosions>
		<Death_Clone>Damage_Normal, Gargantuan_Battle_Platform_Death_Clone</Death_Clone>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_AT_AT_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Gargantuan</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Gargantuan</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Gargantuan</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Gargantuan</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Gargantuan</SFXEvent_Guard>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Gargantuan</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Gargantuan</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Unit_Lost>Unit_Defeat_Gargantuan</SFXEvent_Unit_Lost>

		<SFXEvent_Turret_Rotating_Loop>Structure_Turret_Motor_Turbo</SFXEvent_Turret_Rotating_Loop>
		<SFXEvent_Engine_Idle_Loop>Unit_Gargantuan_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Gargantuan_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>

		<Death_SFXEvent_Start_Die>Unit_AT_AT_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>SHIELD_FLARE</Type>
			<Recharge_Seconds>45</Recharge_Seconds>
			<GUI_Activated_Ability_Name>Shield_Flare_Vehicle</GUI_Activated_Ability_Name>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Shield_Flare_Gargantuan</SFXEvent_GUI_Unit_Ability_Activated>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Shield_Flare_Ability Name="Shield_Flare_Vehicle">
			<Max_Damage_Per_Victim>300</Max_Damage_Per_Victim><!-- was 275 -->
			<Damage_Radius>400</Damage_Radius>
			<Charge_Up_Seconds>1</Charge_Up_Seconds>
			<Activation_Style>User_Input</Activation_Style>
			<Owner_Particle_Effect>Shield_Flare_Effect</Owner_Particle_Effect>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>0.0, 0.2, 0.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>1.5</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count/>
			<SFXEvent_Activate>Shield_Flare_SFX_Event</SFXEvent_Activate>
		</Shield_Flare_Ability>
		<Combat_Bonus_Ability Name="GBI_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>0.05</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.05</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="GBI_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>0.10</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.10</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>
	</Abilities>
	</UniqueUnit>

	<UniqueUnit Name="Gargantuan_Battle_Platform_Death_Clone">
		<Variant_Of_Existing_Type>Gargantuan_Battle_Platform</Variant_Of_Existing_Type>
		<Specific_Death_Anim_Type>DIE</Specific_Death_Anim_Type>
		<Land_Model_Name>RV_gargantuan_DC.alo</Land_Model_Name>
		<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>Huge_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>

	<HeroCompany Name="Garm_Bel_Iblis_Team">
		<Text_ID>TEXT_HERO_GARM_BEL_IBLIS_TEAM</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_GARM_BEL_IBLIS,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Iblis,
			GALYANA_CLASS_BLANK,
			STAT_R_IBLIS_SHIELD,
			STAT_R_IBLIS_HULL,
			STAT_R_IBLIS_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_GARM_BEL_IBLIS,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Iblis,
			GALYANA_CLASS_BLANK,
			STAT_R_IBLIS_COST,
			STAT_R_IBLIS_TIME,
			STAT_R_IBLIS_SHIELD,
			STAT_R_IBLIS_HULL,
			STAT_R_IBLIS_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIELD_COMMANDER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>AT_AT_Walker Canderous_Assault_Tank Heavy_Beam_Tank</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>MAL_Rocket_Vehicle Dark_Trooper_PhaseIII Hutt_Sniper</Encyclopedia_Vulnerable_To>

		<Icon_Name>i_button_RI_garm_bel.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>2</Population_Value>

		<GUI_Row>0</GUI_Row>

		<Damage>100</Damage>
		<Combat_Power_Value>500</Combat_Power_Value>
		<Autoresolve_Health>500</Autoresolve_Health>
		<Score_Cost_Credits>20000</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>5</Tech_Level>

		<Required_Timeline>5</Required_Timeline>
		<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>Gallofree_Transport</Company_Transport_Unit>
		<Company_Units>Gargantuan_Battle_Platform</Company_Units>

		<SFXEvent_Build_Started>RHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Select_Gargantuan</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Select_Gargantuan</SFXEvent_Hero_Respawned>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Gargantuan</SFXEvent_Fleet_Move>

	<!--Skirmish Values Begin-->
		<Tactical_Build_Cost_Multiplayer>5600</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>50</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites>RC_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="Yoda">
	<!-- Encyclopedia Info -->
		<LOD_Bias>99</LOD_Bias>
		<Text_ID>TEXT_HERO_YODA</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_YODA,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Yoda,
			GALYANA_CLASS_BLANK,
			STAT_R_YODA_HULL,
			STAT_R_YODA_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_YODA,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Yoda,
			GALYANA_CLASS_BLANK,
			STAT_R_YODA_COST,
			STAT_R_YODA_TIME,
			STAT_R_YODA_HULL,
			STAT_R_YODA_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_JEDI_MASTER</Encyclopedia_Unit_Class>

		<Land_Model_Name>RI_YODA.ALO</Land_Model_Name>
		<Icon_Name>i_button_RI_Yoda.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

	<!-- GUI Info -->

	<!-- Scale - Collision Info -->
		<Mass>1.0</Mass>
		<Size_Value>10</Size_Value>
		<Scale_Factor>1.25</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>1.0</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>600</Tactical_Health>
		<Autoresolve_Health>400</Autoresolve_Health>
		<Sensor_Range>20</Sensor_Range>

	<!-- 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, 5.8, 0.0</Holster_Holstered_Bone_Translation>
		<Holster_Transition_Time_In_Secs>0.2</Holster_Transition_Time_In_Secs>
		<Holster_Minimum_Drawn_Time_In_Secs>0.5</Holster_Minimum_Drawn_Time_In_Secs>
		<Holster_Disable_Engine_Loops>Yes</Holster_Disable_Engine_Loops>

		<SFXEvent_Engine_Idle_Loop>Unit_Obiwan_Lightsaber_Idle_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Obiwan_Lightsaber_Moving_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Obiwan_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_Yoda</Projectile_Types>
		<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.3</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>1.3</Projectile_Fire_Recharge_Seconds>
		<Projectile_Appearance_Delay_Frames>6</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>13.0</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>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_Rebel_Hero</Selection_Blob_Material_Name>
		<Highlight_Blob_Material_Name>Highlight_Rebel_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>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>

	<!-- 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, HOLSTER_WEAPON, GARRISON_UNIT</LandBehavior>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
		<Lua_Script>ObjectScript_Yoda</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_Yoda</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Yoda</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Yoda</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Yoda</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Yoda</SFXEvent_Guard>
		<SFXEvent_Group_Move>Unit_Group_Move_Yoda</SFXEvent_Group_Move>
		<SFXEvent_Group_Attack>Unit_Group_Attack_Yoda</SFXEvent_Group_Attack>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Yoda</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Yoda</SFXEvent_Health_Critical_Warning>

		<Death_SFXEvent_Start_Die>Unit_Defeat_Yoda</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>BERSERKER</Type>
			<Recharge_Seconds>70.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name>Yoda_Force_Attack</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
			<Effective_Radius>500.0</Effective_Radius>
			<SFXEvent_Target_Ability>Unit_Attack_Grunts_Yoda</SFXEvent_Target_Ability>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>FORCE_SIGHT</Type>
			<Recharge_Seconds>50.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name>Yoda_Force_Sight</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
			<Effective_Radius>500.0</Effective_Radius>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Force_Sight_Yoda</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_Special_Ability_Loop>Unit_Yoda_Force_Sight_Loop</SFXEvent_Special_Ability_Loop>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<!-- Redirect Blaster must appear in the special ability list before Absorb Blaster -->
		<Redirect_Blaster_Ability Name="Yoda_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>0.75</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="Yoda_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>0.20</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>
		<Earthquake_Attack_Ability Name="Yoda_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>5.0</Damage_Amount>
			<Damage_Percentage>0.02</Damage_Percentage>
			<Damage_Interval_In_Secs>0.5</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>
		<Berserker_Ability Name="Yoda_Force_Attack">
			<Activation_Style>User_Input</Activation_Style>
			<Activation_Min_Range>0.0</Activation_Min_Range>
			<Activation_Max_Range>120.0</Activation_Max_Range>
			<Berserker_Speed>5.0</Berserker_Speed>
			<Berserker_Damage>35.0</Berserker_Damage>
			<Berserker_Damage_Range>12.0</Berserker_Damage_Range>
			<Berserker_Duration_In_Secs>6.0</Berserker_Duration_In_Secs>
			<Applicable_Unit_Categories>Infantry | Vehicle | Structure | LandHero</Applicable_Unit_Categories>
		</Berserker_Ability>
		<Force_Sight_Ability Name="Yoda_Force_Sight">
			<Activation_Style>User_Input</Activation_Style>
			<Force_Sight_Duration_In_Secs>10.0</Force_Sight_Duration_In_Secs>
		</Force_Sight_Ability>
		<Combat_Bonus_Ability Name="Yoda_Combat_Bonus">
			<Activation_Style>Combat_Automatic</Activation_Style>
			<Unit_Strength_Category>Capital | Corvette | Frigate | Fighter | Vehicle | Infantry | Air</Unit_Strength_Category>
			<Applicable_Unit_Categories>Capital | Corvette | Frigate | Fighter | Vehicle | Infantry | Air</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>0.25</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>
		<Remove_Corruption_Ability Name="Yoda_Remove_Corruption">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Corruption_Removal_Cost_Multiplier>.95</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>6</Corruption_Removal_Time_In_Secs><!-- Time it takes to remove corruption-->
			<Activation_Style>Ground_Activated</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<SFXEvent_Activate>RHD_Removing_Corruption</SFXEvent_Activate>
		</Remove_Corruption_Ability>
	</Abilities>
	</HeroUnit>

	<HeroCompany Name="Yoda_Team">
		<Text_ID>TEXT_HERO_YODA_TEAM</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_YODA,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Yoda,
			GALYANA_CLASS_BLANK,
			STAT_R_YODA_HULL,
			STAT_R_YODA_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_YODA,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Yoda,
			GALYANA_CLASS_BLANK,
			STAT_R_YODA_COST,
			STAT_R_YODA_TIME,
			STAT_R_YODA_HULL,
			STAT_R_YODA_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_JEDI_MASTER</Encyclopedia_Unit_Class>

		<Icon_Name>i_button_RI_Yoda.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>1</Population_Value>

		<GUI_Row>0</GUI_Row>

		<Damage>100</Damage>
		<Combat_Power_Value>0</Combat_Power_Value>
		<Autoresolve_Health>300</Autoresolve_Health>
		<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_Timeline>5</Required_Timeline>
		<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>2</Ranking_In_Category>

		<Company_Transport_Unit>Alliance_Shuttle</Company_Transport_Unit>
		<Company_Units>Yoda</Company_Units>

		<SFXEvent_Build_Started>RHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Select_Yoda</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Select_Yoda</SFXEvent_Hero_Respawned>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Yoda</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>RC_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="Obi_Wan_Kenobi">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_HERO_OBI_WAN</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_OBI_WAN_01,
			GALYANA_CLASS_BLANK,
			STAT_R_OBIWAN_HULL,
			STAT_R_OBIWAN_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_OBI_WAN_01,
			GALYANA_CLASS_BLANK,
			STAT_R_OBIWAN_COST,
			STAT_R_OBIWAN_TIME,
			STAT_R_OBIWAN_HULL,
			STAT_R_OBIWAN_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_JEDI_MASTER</Encyclopedia_Unit_Class>

		<Land_Model_Name>RI_OBIWAN.ALO</Land_Model_Name>
		<Icon_Name>i_button_obi_wan_kenobi.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

	<!-- GUI Info -->

	<!-- 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>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>0.4</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>600</Tactical_Health>
		<Autoresolve_Health>400</Autoresolve_Health>
		<Sensor_Range>20</Sensor_Range>

	<!-- 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, 5.8, 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_Obiwan_Lightsaber_Idle_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Obiwan_Lightsaber_Moving_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Obiwan_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_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_Visible_On_Enemy_Radar>No</Is_Visible_On_Enemy_Radar> <!-- Special: Obi-Wan doesn't show up on enemy's radar map, but he does show up for allies. -->
		<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>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_Rebel_Hero</Selection_Blob_Material_Name>
		<Highlight_Blob_Material_Name>Highlight_Rebel_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>3500.0</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 Obi-Wan's System Spy ability extends -->
		<Galactic_Influence_Range>100.0</Galactic_Influence_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, HOLSTER_WEAPON, GARRISON_UNIT</LandBehavior>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
		<Lua_Script>ObiWanPlan</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_Obi_Wan</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Obi_Wan</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Obi_Wan</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Obi_Wan</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Obi_Wan</SFXEvent_Guard>
		<SFXEvent_Group_Move>Unit_Group_Move_Obi_Wan</SFXEvent_Group_Move>
		<SFXEvent_Group_Attack>Unit_Group_Attack_Obi_Wan</SFXEvent_Group_Attack>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Obi_Wan</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Obi_Wan</SFXEvent_Health_Critical_Warning>

		<Death_SFXEvent_Start_Die>Unit_Defeat_Obi_Wan</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>FORCE_CONFUSE</Type>
			<Recharge_Seconds>40.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name>ObiWan_Confuse</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
			<Effective_Radius>500.0</Effective_Radius>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Confuse_Obi_Wan</SFXEvent_GUI_Unit_Ability_Activated>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>TARGETED_INVULNERABILITY</Type>
			<Recharge_Seconds>60.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name/>
			<Spawned_Object_Type>Proj_Special_Obiwan_Instant_Invulnerability_Blast</Spawned_Object_Type>
			<Effective_Radius>400</Effective_Radius>
			<Friendly_Ability>true</Friendly_Ability>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Force_Confuse_Ability Name="ObiWan_Confuse">
			<Activation_Style>User_Input</Activation_Style>
			<!-- We need to be within this distance of the clicked target to consider activating Stun -->
			<Activation_Min_Range>0.0</Activation_Min_Range>
			<Activation_Max_Range>132.0</Activation_Max_Range>
			<Confuse_Time_In_Secs>8.0</Confuse_Time_In_Secs>
			<Confuse_Range>132.0</Confuse_Range>
			<!-- How long does it take for the shockwave to spread from the hero to the max range? -->
			<Confuse_Travel_Time_In_Secs>1.2</Confuse_Travel_Time_In_Secs>
			<Confuse_Effect>Confuse_Particle_Effect</Confuse_Effect>
			<!-- We only consider the following unit types "valid targets": -->
			<Applicable_Unit_Categories>Infantry</Applicable_Unit_Categories>
			<Applicable_Unit_Types>Rancor, Cuddles_The_Rancor, Night_Sister, MZ8_Pulse_Cannon_Tank, MZ8_Pulse_Cannon_Tank_Captured, MAL_Rocket_Vehicle, MAL_Captured, MPTL, MPTL_Captured, T2B_Tank, T2B_Tank_Captured, Boba_Fett, Mara_Jade, Kyle_Katarn, Han_Solo, Chewbacca, Bossk, AT_ST_Walker, AT_ST_Walker_Captured, AT_AA_Walker, AT_AA_Walker_Captured, TIE_Crawler, TIE_Crawler_Captured, M1_Repulsor_Tank, M1_Repulsor_Tank_Captured</Applicable_Unit_Types>
			<SFXEvent_Activate>Unit_Ability_Confuse</SFXEvent_Activate>
			<Owner_Particle_Effect>Jedi_Mind_Trick_Effect</Owner_Particle_Effect>
			<!--<Owner_Particle_Effect>Confuse_Ability_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_Confuse_Ability>
		<!-- Redirect Blaster must appear in the special ability list before Absorb Blaster -->
		<Redirect_Blaster_Ability Name="Obi-Wan_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>0.30</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>
		<Force_Healing_Ability Name="ObiWan_Self_Heal">
			<Activation_Style>Ground_Automatic</Activation_Style>
			<Heal_Range>3.0</Heal_Range> <!-- Need a range > 0 to have working SFX -->
			<Heal_Amount>0.0</Heal_Amount>
			<Heal_Percent>0.05</Heal_Percent>
			<Heal_Interval_In_Secs>5.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>Yes</Single_Target_Heal>
			<Heal_Range_Blob_Material/>
			<Applicable_Unit_Categories/>
			<Applicable_Unit_Types>Obi_Wan_Kenobi</Applicable_Unit_Types>
			<Excluded_Unit_Types/>
			<SFXEvent_Target_Affected>Unit_Force_Healing_Pulse</SFXEvent_Target_Affected>
			<Target_Particle_Bone_Name>B_HEAD</Target_Particle_Bone_Name>
			<Target_Light_Effect_Type>Color_Flash</Target_Light_Effect_Type>
			<Target_Light_Effect_Color>1.2, 2.0, 1.2</Target_Light_Effect_Color>
			<Target_Light_Effect_Color2/>
			<Target_Light_Effect_Duration>0.6</Target_Light_Effect_Duration>
			<Target_Light_Effect_Pulse_Count>1</Target_Light_Effect_Pulse_Count>
			<Owner_Light_Effect_Type>Color_Flash</Owner_Light_Effect_Type>
			<Owner_Light_Effect_Color>1.2, 2.0, 1.2</Owner_Light_Effect_Color>
			<Owner_Light_Effect_Color2/>
			<Owner_Light_Effect_Duration>0.6</Owner_Light_Effect_Duration>
			<Owner_Light_Effect_Pulse_Count>1</Owner_Light_Effect_Pulse_Count>
		</Force_Healing_Ability>
		<Earthquake_Attack_Ability Name="Obi-Wan_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>2.0</Damage_Amount>
			<Damage_Percentage>0.025</Damage_Percentage>
			<Damage_Interval_In_Secs>0.5</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="Obi-Wan_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_Force_Sensitive_Heroes>Yes</See_Force_Sensitive_Heroes>
			<See_Super_Weapons>Yes</See_Super_Weapons>
		</System_Spy_Ability>
		<Remove_Corruption_Ability Name="ObiWan_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>5</Corruption_Removal_Time_In_Secs><!-- Time it takes to remove corruption-->
			<Activation_Style>Ground_Activated</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<SFXEvent_Activate>RHD_Removing_Corruption</SFXEvent_Activate>
		</Remove_Corruption_Ability>
	</Abilities>
	</HeroUnit>

	<HeroCompany Name="Obi_Wan_Team">
		<Text_ID>TEXT_HERO_OBI_WAN_TEAM</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_OBI_WAN_01,
			GALYANA_CLASS_BLANK,
			STAT_R_OBIWAN_HULL,
			STAT_R_OBIWAN_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_OBI_WAN_01,
			GALYANA_CLASS_BLANK,
			STAT_R_OBIWAN_COST,
			STAT_R_OBIWAN_TIME,
			STAT_R_OBIWAN_HULL,
			STAT_R_OBIWAN_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_JEDI_MASTER</Encyclopedia_Unit_Class>

		<Icon_Name>i_button_obi_wan_kenobi.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>1</Population_Value>

		<GUI_Row>0</GUI_Row>

		<Damage>100</Damage>
		<Combat_Power_Value>0</Combat_Power_Value>
		<Autoresolve_Health>300</Autoresolve_Health>
		<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_Timeline>5</Required_Timeline>
		<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>2</Ranking_In_Category>

		<Company_Transport_Unit>Alliance_Shuttle</Company_Transport_Unit>
		<Company_Units>Obi_Wan_Kenobi</Company_Units>

		<SFXEvent_Build_Started>RHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Obi_Wan</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Respawn_Obi_Wan</SFXEvent_Hero_Respawned>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Obi_Wan</SFXEvent_Fleet_Move>

	<!--Skirmish Values Begin-->
		<Tactical_Build_Cost_Multiplayer>2700</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>28</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites>RC_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-->

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

	<!-- NOTE: There are 4 game object XML entries to support the R2 & 3PO team and R2's special abilities (Galactic and Tactical) -->
	<!-- "Droid_R2D2" in NamedHeroUnits.xml - the individual unit -->
	<!-- "Droid_C3P0" in NamedHeroUnits.xml - the individual unit -->
	<!-- "Droids_Team" in HeroCompanies.xml -->
	<!-- "Tactical_R2_3PO_Team" in Containers.xml (has actual framework for tactical special abilities) -->

	<HeroUnit Name="Droid_R2D2">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_HERO_DROID_R2D2</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_R2D2,
			GALYANA_CLASS_BLANK,
			STAT_R_R2D2_HULL,
			STAT_R_R2D2_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_R2D2,
			GALYANA_CLASS_BLANK,
			STAT_R_R2D2_COST,
			STAT_R_R2D2_TIME,
			STAT_R_R2D2_HULL,
			STAT_R_R2D2_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_DROID</Encyclopedia_Unit_Class>

		<Land_Model_Name>RI_R2.ALO</Land_Model_Name>
		<Icon_Name>i_button_c3po_r2d2.tga</Icon_Name>
		<Affiliation>Rebel</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>75</Size_Value>
		<Scale_Factor>1.75</Scale_Factor>
		<Select_Box_Scale>20</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Infantry</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
		<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>

	<!-- Movement Info -->
		<Type>Walk</Type>
		<MovementClass>Infantry</MovementClass>
		<Max_Speed>0.8</Max_Speed>
		<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
		<OverrideAcceleration>.075</OverrideAcceleration>
		<OverrideDeceleration>.075</OverrideDeceleration>

		<Movement_Animation_Speed>0.8</Movement_Animation_Speed>
		<Rotation_Animation_Speed>20.0</Rotation_Animation_Speed>

		<MaxJiggleDistance>2.0</MaxJiggleDistance>

		<FormationSpacing>0.3</FormationSpacing>
		<FormationOrder>1</FormationOrder>
		<FormationRaggedness>0.8</FormationRaggedness>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Droid_Hero</Armor_Type>
		<Tactical_Health>400</Tactical_Health>
		<Autoresolve_Health>400</Autoresolve_Health>

	<!-- Damage - Targeting Info -->
		<Damage>3</Damage>
		<AI_Combat_Power>100</AI_Combat_Power>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Stealth_Capable>No</Stealth_Capable>
		<Create_Team>Yes</Create_Team> <!-- VERY IMPORTANT -->

		<CategoryMask>LandHero</CategoryMask>
		<Ranking_In_Category>5</Ranking_In_Category>
		<Space_Layer>None</Space_Layer>

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

		<Score_Cost_Credits>7000</Score_Cost_Credits>
		<Political_Control>0</Political_Control>

	<!-- Hero Info -->
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Play_SFXEvent_On_Sighting>False</Play_SFXEvent_On_Sighting>
		<Selection_Blob_Material_Name>Selection_Rebel_Hero</Selection_Blob_Material_Name>
		<Highlight_Blob_Material_Name>Highlight_Rebel_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>Yes</Always_Spawn_In_Orbit>

		<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>

	<!-- Behavior - Death Info -->
		<!-- Individual unit case (non-team): Since R2 needs a TARGETING behavior for his hack ability, we are giving him a bogus WEAPON ability (required) as well -->
		<!-- If part of a team, don't give a TARGETING and WEAPON behavior -->
		<!-- LAND_TEAM_INFANTRY_LOCOMOTOR is required for droid team -->
		<GalacticBehavior>SELECTABLE</GalacticBehavior>
		<LandBehavior>SELECTABLE, SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR, IDLE, REVEAL, HIDE_WHEN_FOGGED, STUNNABLE</LandBehavior>
		<SurfaceFX_Name>R2D2_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>

		<Share_Damage_With_Teammates>Yes</Share_Damage_With_Teammates>
		<Respawn_Whole_Team_When_Killed>Yes</Respawn_Whole_Team_When_Killed>

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

	<!-- SFX Events -->
		<SFXEvent_Select>Unit_Select_C3PO</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_C3PO</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_C3PO</SFXEvent_Fleet_Move>
		<SFXEvent_Attacked>Unit_Attacked_C3PO</SFXEvent_Attacked>
		<SFXEvent_Guard>Unit_Guard_C3PO</SFXEvent_Guard>

		<SFXEvent_Engine_Moving_Loop>Unit_R2_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>

		<Death_SFXEvent_Start_Die>Unit_Defeat_C3PO</Death_SFXEvent_Start_Die>

	<!-- This is not required since R2 and 3PO are a team, and this data is on another container object -->
	<!-- If we wanted R2 to have the special abilities and he was not part of the team, then we would need there -->
	<!-- Oksana: commenting this breaks the ability. The ability should be _indicated_ on the container object(i.e. only
		the ability type, with no parameters). The ability should be DEFINED on the unit itself. This would be valid
		if the ability was a _team ability_ like ION CANNON SHOT -->
	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>TARGETED_HACK</Type>
			<Recharge_Seconds>45.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name>R2D2_Hack_Ability</GUI_Activated_Ability_Name>
			<SFXEvent_Target_Ability>Unit_Hack_Turret_C3PO</SFXEvent_Target_Ability>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>TARGETED_REPAIR</Type>
			<Recharge_Seconds>35.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name>R2D2_Repair_Ability</GUI_Activated_Ability_Name>
			<SFXEvent_Target_Ability>Unit_Hack_Turret_C3PO</SFXEvent_Target_Ability>
			<Friendly_Ability>Yes</Friendly_Ability><!-- Targeted ability to friendly units -->
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Galactic_Stealth_Ability Name="R2D2_Stealth">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Galactic_Automatic</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<Evade_Detection_Chance>0.0</Evade_Detection_Chance>
		</Galactic_Stealth_Ability>
		<System_Spy_Ability Name="R2D2_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_Credit_Income>Yes</See_Credit_Income>
			<See_Credit_Income_Breakdown>Yes</See_Credit_Income_Breakdown>
			<See_Num_Fleets>Yes</See_Num_Fleets>
			<See_Most_Powerful_Ship>No</See_Most_Powerful_Ship>
			<See_Fleet_Contents>No</See_Fleet_Contents>
			<See_Num_Ground_Companies>Yes</See_Num_Ground_Companies>
			<See_Ground_Company_Contents>Yes</See_Ground_Company_Contents>
			<See_Special_Structures>Yes</See_Special_Structures>
			<See_Political_Control>Yes</See_Political_Control>
			<See_Political_Control_Breakdown>No</See_Political_Control_Breakdown>
			<See_Current_Production>Yes</See_Current_Production>
			<See_Minor_Stealth_Heroes>No</See_Minor_Stealth_Heroes>
			<See_Major_Stealth_Heroes>Yes</See_Major_Stealth_Heroes>
		</System_Spy_Ability>
		<Slicer_Ability Name="R2D2_Slicer">
			<Min_Respawn_Time_Per_Tech_Level>50.0, 50.0, 50.0, 50.0, 50.0</Min_Respawn_Time_Per_Tech_Level>
			<Max_Respawn_Time_Per_Tech_Level>50.0, 50.0, 50.0, 50.0, 50.0</Max_Respawn_Time_Per_Tech_Level>
			<Cost_Multiplier_By_Planet_Tech_Availability>0,1.75, 1,1.5, 2,1.25, 3,1.0, 4,0.75, 5,0.5</Cost_Multiplier_By_Planet_Tech_Availability>
			<Cost_Affinity_Modifier>-0.25</Cost_Affinity_Modifier>
			<Chance_Modifier_By_Base_Level>0,0, 1,0.0, 2,0.0, 3,0.0, 4,0.0 , 5,0.0</Chance_Modifier_By_Base_Level>
			<Chance_Modifier_By_Planet_Difficulty>0,0.0, 1,0.0, 2,0.0, 3,0.0, 4,0.0, 5,0.0</Chance_Modifier_By_Planet_Difficulty>
			<Chance_Affinity_Modifier>+0.25</Chance_Affinity_Modifier>
		</Slicer_Ability>
		<!-- DUE TO TEAM, DO NOT ADD TACTICAL SPECIAL ABILITIES TO THIS OBJECT -<Hack_Ability Name="R2D2_Hack_Ability">-->
		<!-- DUE TO TEAM, DO NOT ADD TACTICAL SPECIAL ABILITIES TO THIS OBJECT -<Repair_Ability Name="R2D2_Repair_Ability">-->
	</Abilities>
	</HeroUnit>

	<HeroUnit Name="Droid_C3P0">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_HERO_DROID_C3P0</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_R2D2,
			GALYANA_CLASS_BLANK,
			STAT_R_R2D2_HULL,
			STAT_R_R2D2_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_R2D2,
			GALYANA_CLASS_BLANK,
			STAT_R_R2D2_COST,
			STAT_R_R2D2_TIME,
			STAT_R_R2D2_HULL,
			STAT_R_R2D2_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_DROID</Encyclopedia_Unit_Class>

		<Land_Model_Name>RI_C3PO.ALO</Land_Model_Name>
		<Icon_Name/> <!-- Leave icon name blank so only 1 icon shows up for R2 and 3PO -->
		<Affiliation>Rebel</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>75</Size_Value>
		<Scale_Factor>1.75</Scale_Factor>
		<Select_Box_Scale>20</Select_Box_Scale>
		<Select_Box_Z_Adjust>3.0f</Select_Box_Z_Adjust>
		<UnitCollisionClass>Infantry</UnitCollisionClass>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Custom_Hard_XExtent>2.0</Custom_Hard_XExtent>
		<Custom_Hard_YExtent>2.0</Custom_Hard_YExtent>
		<Custom_Soft_Footprint_Radius>3.5</Custom_Soft_Footprint_Radius>

	<!-- Movement Info -->
		<Type>Walk</Type>
		<MovementClass>Infantry</MovementClass>
		<Max_Speed>0.8</Max_Speed>
		<Max_Rate_Of_Turn>20.0</Max_Rate_Of_Turn>
		<OverrideAcceleration>.075</OverrideAcceleration>
		<OverrideDeceleration>.075</OverrideDeceleration>

		<Movement_Animation_Speed>0.326</Movement_Animation_Speed>
		<Rotation_Animation_Speed>20.0</Rotation_Animation_Speed>

		<MaxJiggleDistance>2.0</MaxJiggleDistance>

		<FormationSpacing>0.3</FormationSpacing>
		<FormationOrder>1</FormationOrder>
		<FormationRaggedness>0.8</FormationRaggedness>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Droid_Hero</Armor_Type>
		<Tactical_Health>400</Tactical_Health>
		<Autoresolve_Health>400</Autoresolve_Health>

	<!-- Damage - Targeting Info -->
		<Damage>3</Damage>
		<AI_Combat_Power>10</AI_Combat_Power>

		<Land_FOW_Reveal_Range>300.0</Land_FOW_Reveal_Range>
		<Ranged_Target_Z_Adjust>7.0</Ranged_Target_Z_Adjust>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Stealth_Capable>No</Stealth_Capable>
		<Create_Team>Yes</Create_Team> <!-- VERY IMPORTANT -->

		<CategoryMask>LandHero</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>
		<Space_Layer>None</Space_Layer>

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

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

	<!-- Hero Info -->
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Play_SFXEvent_On_Sighting>False</Play_SFXEvent_On_Sighting>
		<Selection_Blob_Material_Name>Selection_Rebel_Hero</Selection_Blob_Material_Name>
		<Highlight_Blob_Material_Name>Highlight_Rebel_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>Yes</Always_Spawn_In_Orbit>

		<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>

	<!-- Behavior - Death Info -->
		<!-- LAND_TEAM_INFANTRY_LOCOMOTOR is required for droid team -->
		<GalacticBehavior>SELECTABLE</GalacticBehavior>
		<LandBehavior>SELECTABLE, SURFACE_FX, LAND_TEAM_INFANTRY_LOCOMOTOR, IDLE, REVEAL, HIDE_WHEN_FOGGED, STUNNABLE</LandBehavior>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>

		<Share_Damage_With_Teammates>Yes</Share_Damage_With_Teammates>
		<Respawn_Whole_Team_When_Killed>Yes</Respawn_Whole_Team_When_Killed>

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

	<!-- SFX Events -->
		<SFXEvent_Select>Unit_Select_C3PO</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_C3PO</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_C3PO</SFXEvent_Fleet_Move>
		<SFXEvent_Guard>Unit_Guard_C3PO</SFXEvent_Guard>
		<SFXEvent_Health_Low_Warning>Unit_Near_Death_C3PO</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Near_Death_C3PO</SFXEvent_Health_Critical_Warning>

		<Death_SFXEvent_Start_Die>Unit_Defeat_C3PO</Death_SFXEvent_Start_Die>

	<Abilities SubObjectList="Yes">
		<Galactic_Stealth_Ability Name="C3P0_Stealth">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Galactic_Automatic</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<Evade_Detection_Chance>0.0</Evade_Detection_Chance>
		</Galactic_Stealth_Ability>
	</Abilities>
	</HeroUnit>

	<HeroCompany Name="Droids_Team">
		<Text_ID>TEXT_HERO_DROIDS_TEAM</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_R2D2_AND_C3P0,
			GALYANA_CLASS_BLANK,
			STAT_R_R2D2_HULL,
			STAT_R_R2D2_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_R2D2_AND_C3P0,
			GALYANA_CLASS_BLANK,
			STAT_R_R2D2_COST,
			STAT_R_R2D2_TIME,
			STAT_R_R2D2_HULL,
			STAT_R_R2D2_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_DROID</Encyclopedia_Unit_Class>

		<Icon_Name>i_button_c3po_r2d2.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>0</Population_Value>

		<GUI_Row>0</GUI_Row>

		<Damage>100</Damage>
		<Combat_Power_Value>0</Combat_Power_Value>
		<Autoresolve_Health>300</Autoresolve_Health>
		<Score_Cost_Credits>7000</Score_Cost_Credits>

		<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>

		<Formation_Priority>2</Formation_Priority>

		<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>2</Tech_Level>

		<Required_Timeline>0</Required_Timeline>
		<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_Homogeneous>No</Is_Homogeneous>
		<Is_Stealth_Company>Yes</Is_Stealth_Company>
		<Available_In_Skirmish>No</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>Non_Combat_Gallofree</Company_Transport_Unit>
		<Company_Units>Droid_R2D2, Droid_C3P0</Company_Units>
		<Max_Squad_Size>2</Max_Squad_Size>
		<Create_Team_Type>Tactical_R2_3PO_Team</Create_Team_Type>

		<SFXEvent_Build_Started>RHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_C3PO</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Respawn_C3PO</SFXEvent_Hero_Respawned>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_C3PO</SFXEvent_Fleet_Move>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>TARGETED_HACK</Type>
			<Recharge_Seconds>45.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name>R2D2_Hack_Ability</GUI_Activated_Ability_Name>
			<SFXEvent_Target_Ability>Unit_Hack_Turret_C3PO</SFXEvent_Target_Ability>
		</Unit_Ability>
		<Unit_Ability>
			<Type>TARGETED_REPAIR</Type>
			<Recharge_Seconds>40.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name>R2D2_Repair_Ability</GUI_Activated_Ability_Name>
			<Friendly_Ability>Yes</Friendly_Ability><!-- Targeted ability to friendly units -->
			<SFXEvent_Target_Ability>Unit_Hack_Turret_C3PO</SFXEvent_Target_Ability>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<!--Skirmish Values Begin-->
		<Tactical_Build_Cost_Multiplayer>700</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>12</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>

	<Container Name="Tactical_R2_3PO_Team">
		<Text_ID>TEXT_HERO_DROIDS_TEAM</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_R2D2,
			GALYANA_CLASS_BLANK,
			STAT_R_R2D2_HULL,
			STAT_R_R2D2_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_R2D2,
			GALYANA_CLASS_BLANK,
			STAT_R_R2D2_COST,
			STAT_R_R2D2_TIME,
			STAT_R_R2D2_HULL,
			STAT_R_R2D2_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_DROID</Encyclopedia_Unit_Class>
		<Icon_Name>i_button_c3po_r2d2.tga</Icon_Name>
		<Show_Name>No</Show_Name>

		<GUI_Bracket_Size>0</GUI_Bracket_Size>

		<Select_Box_Scale>0</Select_Box_Scale>
		<UnitCollisionClass>Infantry</UnitCollisionClass>

		<MovementClass>Infantry</MovementClass>
		<Max_Speed>0.8</Max_Speed>
		<Max_Rate_Of_Turn>12.0</Max_Rate_Of_Turn>
		<Override_Acceleration>.1</Override_Acceleration>
		<Override_Deceleration>.1</Override_Deceleration>

		<MovementPredictionInterval>4.0</MovementPredictionInterval>

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

		<OccupationStyle>1x1</OccupationStyle>

		<ContainerArrangement>Rows</ContainerArrangement>

		<Is_Named_Hero>Yes</Is_Named_Hero>

		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Scale_Land>80</Radar_Icon_Scale_Land>
		<Radar_Icon_Scale_Space>200</Radar_Icon_Scale_Space>

		<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>150.0</Targeting_Max_Attack_Distance>

		<CategoryMask>LandHero</CategoryMask>
		<Space_Layer>Land</Space_Layer>
		<Garrison_Category>Infantry</Garrison_Category>

		<Behavior>TEAM, UNIT_AI</Behavior>
		<LandBehavior>SELECTABLE, REVEAL, LAND_TEAM_CONTAINER_LOCOMOTOR, TEAM_TARGETING, ABILITY_COUNTDOWN, GARRISON_UNIT</LandBehavior>

	<Unit_Abilities_Data SubObjectList="Yes">
	<!-- Do not remove - talk to me first! -Oksana -->
	<!-- REQUIRED HERE FOR TEAM -->
		<Unit_Ability>
			<Type>TARGETED_HACK</Type>
			<Recharge_Seconds>45.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name>R2D2_Hack_Ability</GUI_Activated_Ability_Name>
			<SFXEvent_Target_Ability>Unit_Hack_Turret_C3PO</SFXEvent_Target_Ability>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	<!-- REQUIRED HERE FOR TEAM -->
		<Unit_Ability>
			<Type>TARGETED_REPAIR</Type>
			<Recharge_Seconds>50.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name>R2D2_Repair_Ability</GUI_Activated_Ability_Name>
			<Friendly_Ability>Yes</Friendly_Ability><!-- Targeted ability to friendly units -->
			<SFXEvent_Target_Ability>Unit_Hack_Turret_C3PO</SFXEvent_Target_Ability>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
	<!-- REQUIRED HERE FOR TEAM -->
		<Hack_Ability Name="R2D2_Hack_Ability">
			<Team_Member_With_Ability>Droid_R2D2</Team_Member_With_Ability>	<!-- REQUIRED: One team member -->
			<Activation_Style>User_Input</Activation_Style>
			<Activation_Min_Range>5.0</Activation_Min_Range>
			<Activation_Max_Range>30.0</Activation_Max_Range>
			<Applicable_Unit_Categories/>

			<Applicable_Unit_Types>
				Empire_Anti_Aircraft_Turret,
				Empire_Anti_Vehicle_Turret,
				Empire_Anti_Infantry_Turret,
				Empire_Repair_Facility,
				Empire_Bacta_Tank,
				Empire_Sensor_Array,
				Empire_EM_Field_Generator,
				Empire_Grenade_Mortar,
				Empire_Offensive_Sensor_Node,
				Rebel_Anti_Aircraft_Turret,
				Rebel_Anti_Vehicle_Turret,
				Rebel_Anti_Infantry_Turret,
				Rebel_Repair_Facility,
				Rebel_Bacta_Tank,
				Rebel_Sensor_Array,
				Rebel_Rapid_Fire_Laser_Turret,
				Rebel_Shield_Generator_185,
				Rebel_MDU_Repair_Facility,
				Underworld_Mass_Driver_Turret,
				Underworld_Torpedo_Turret,
				Underworld_Flak_Turret,
				Underworld_Repair_Facility,
				Underworld_Bacta_Tank,
				Underworld_Sensor_Array,
				Underworld_Sensor_Scrambler,
				Underworld_Rocket_Pod,
				Hutt_Anti_Aircraft_Turret,
				Hutt_Rocket_Turret,
				Hutt_Rapid_Fire_Laser_Turret,
				Hutt_Repair_Facility,
				Hutt_Bacta_Tank,
				Hutt_Sensor_Array,
				Hutt_Guard_Tower,
				Hutt_Obelisk_Tower,
				Pirate_Anti_Aircraft_Turret,
				Pirate_Anti_Infantry_Turret,
				Pirate_Anti_Vehicle_Turret,
				Pirate_Repair_Facility,
				Pirate_Bacta_Tank,
				E_Ground_Turbolaser_Tower,
				R_Ground_Turbolaser_Tower,
				U_Ground_Turbolaser_Tower,
				H_Ground_Turbolaser_Tower,
				H_Ground_Heavy_Beam_Tower,
				P_Ground_Turbolaser_Tower,
				FCU_Empire_Anti_Aircraft_Turret,
				FCU_Empire_Anti_Vehicle_Turret,
				FCU_Empire_Anti_Infantry_Turret,
				FCU_Empire_Repair_Facility,
				FCU_Empire_Bacta_Tank,
				FCU_Empire_Sensor_Array,
				FCU_Empire_EM_Field_Generator,
				FCU_Rebel_Anti_Aircraft_Turret,
				FCU_Rebel_Anti_Vehicle_Turret,
				FCU_Rebel_Anti_Infantry_Turret,
				FCU_Rebel_Repair_Facility,
				FCU_Rebel_Bacta_Tank,
				FCU_Rebel_Sensor_Array,
				FCU_Rebel_Shield_Generator_185,
				FCU_Underworld_Mass_Driver_Turret,
				FCU_Underworld_Torpedo_Turret,
				FCU_Underworld_Flak_Turret,
				FCU_Underworld_Repair_Facility,
				FCU_Underworld_Bacta_Tank,
				FCU_Underworld_Sensor_Array,
				FCU_Underworld_Sensor_Scrambler,
				FCU_Hutt_Anti_Aircraft_Turret,
				FCU_Hutt_Rocket_Turret,
				FCU_Hutt_Rapid_Fire_Laser_Turret,
				FCU_Hutt_Repair_Facility,
				FCU_Hutt_Bacta_Tank,
				FCU_Hutt_Sensor_Array,
				FCU_Hutt_Guard_Tower,
				FCU_Hutt_Obelisk_Tower,
				FCU_E_Ground_Observation_Tower,
				FCU_R_Ground_Observation_Tower,
				FCU_U_Ground_Observation_Tower,
				FCU_H_Ground_Observation_Tower,
				FCU_E_Ground_Turbolaser_Tower,
				FCU_R_Ground_Turbolaser_Tower,
				FCU_U_Ground_Turbolaser_Tower,
				FCU_H_Ground_Heavy_Beam_Tower
			</Applicable_Unit_Types>
<!--		<Damage_Amount>0.0</Damage_Amount>-->
<!--		<Damage_Application_Time_In_Secs>2.3893</Damage_Application_Time_In_Secs>-->
			<Lightning_Effect_Name>Hack_Electicity_Zaps</Lightning_Effect_Name>
			<Lightning_Source_Bone_Name/>
			<Lightning_Target_Bone_Name>B_Turret</Lightning_Target_Bone_Name>
			<Lightning_Max_Targets>1</Lightning_Max_Targets>
			<Lightning_Targets_Radius>0.0</Lightning_Targets_Radius>
			<SFXEvent_Activate>Unit_Force_Lightning</SFXEvent_Activate>	<!-- STUB PLACEHOLDER for Frank -->
			<SFXEvent_Target_Affected/>
			<Target_Particle_Effect>Force_Lightning_Smoke</Target_Particle_Effect>	<!-- STUB PLACEHOLDER for Gary -->
			<Target_Particle_Bone_Name>B_Turret</Target_Particle_Bone_Name>
			<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>
		</Hack_Ability>

	<!-- REQUIRED HERE FOR TEAM -->
		<Repair_Ability Name="R2D2_Repair_Ability">
			<Team_Member_With_Ability>Droid_R2D2</Team_Member_With_Ability><!-- REQUIRED: One team member -->
			<Activation_Style>User_Input</Activation_Style>
			<Activation_Min_Range>5.0</Activation_Min_Range>
			<Activation_Max_Range>30.0</Activation_Max_Range>
			<Applicable_Unit_Categories/>
			<!-- NOTE: we'll specify Empire units here since we want them be repaired when they are hacked -->
			<!-- NOTE: also add captured clones of empire vehicles (vehicle thief ability) -->
			<Applicable_Unit_Types>
				T1C_Tank,
				T1C_Tank_Captured,
				T2B_Tank,
				T2B_Tank_Captured,
				T3B_Tank,
				T3B_Tank_Captured,
				T4B_Tank,
				T4B_Tank_Captured,
				T6A_Tank,
				T6A_Tank_Captured,
				MPTL,
				MPTL_Captured,
				MPTL_Spotter,
				Gallofree_HTT_Transport,
				F9TZ_Cloaking_Transport_Captured,
				MAL_Captured,
				MZ8_Pulse_Cannon_Tank_Captured,
				Canderous_Assault_Tank_Captured,
				Hutt_Skiff_Captured,
				Hutt_Swamp_Speeder_Captured,
				Hutt_Pod_Walker_Captured,
				Hutt_Heavy_Skiff_Captured,
				AALL6_Captured,
				Medium_Tank_Captured,
				HBT_Captured,
				AT_RT_Walker_Captured,
				AT_PT_Walker_Captured,
				AT_ST_Walker_Captured,
				AT_AA_Walker_Captured,
				TIE_Crawler_Captured,
				SPMAT_Walker_Captured,
				M1_Repulsor_Tank_Captured,
				AT_AT_Walker_Captured,
				AT_TE_Walker_Captured,
				Pod_Walker_Rebel,
				Pod_Walker_Captured,
				Swamp_Speeder_R,
				Swamp_Speeder_Captured,
				Pirate_Skiff_R,
				Pirate_Skiff_Captured,
				Heavy_Skiff_R,
				Heavy_Skiff_Captured,
				Empire_Anti_Aircraft_Turret,
				Rebel_Anti_Aircraft_Turret,
				Pirate_Anti_Aircraft_Turret,
				Hutt_Anti_Aircraft_Turret,
				Empire_Anti_Infantry_Turret,
				Rebel_Anti_Infantry_Turret,
				Pirate_Anti_Infantry_Turret,
				Hutt_Rapid_Fire_Laser_Turret,
				Empire_Anti_Vehicle_Turret,
				Rebel_Anti_Vehicle_Turret,
				Pirate_Anti_Vehicle_Turret,
				Hutt_Rocket_Turret,
				Underworld_Mass_Driver_Turret,
				Underworld_Torpedo_Turret,
				Empire_Repair_Facility,
				Rebel_Repair_Facility,
				Pirate_Repair_Facility,
				Underworld_Repair_Facility,
				Hutt_Repair_Facility,
				Empire_Bacta_Tank,
				Rebel_Bacta_Tank,
				Pirate_Bacta_Tank,
				Underworld_Bacta_Tank,
				Hutt_Bacta_Tank,
				Empire_EM_Field_Generator,
				Rebel_Shield_Generator_185,
				Underworld_Ysalamiri_Cage,
				Underworld_Sensor_Scrambler,
				Hutt_Guard_Tower,
				E_Ground_Turbolaser_Tower,
				R_Ground_Turbolaser_Tower,
				U_Ground_Turbolaser_Tower,
				H_Ground_Turbolaser_Tower,
				H_Ground_Heavy_Beam_Tower,
				P_Ground_Turbolaser_Tower,
				Gargantuan_Battle_Platform
			</Applicable_Unit_Types>
			<Lightning_Effect_Name>Repair_Electicity_Zaps</Lightning_Effect_Name>
			<Lightning_Source_Bone_Name/>
			<Lightning_Target_Bone_Name>B_Turret</Lightning_Target_Bone_Name>
			<Lightning_Max_Targets>1</Lightning_Max_Targets>
			<Lightning_Targets_Radius>0.0</Lightning_Targets_Radius>
			<SFXEvent_Activate>Unit_Force_Lightning</SFXEvent_Activate>	<!-- STUB PLACEHOLDER for Frank -->
			<SFXEvent_Target_Affected/>
			<Target_Particle_Effect>Force_Lightning_Smoke</Target_Particle_Effect>	<!-- STUB PLACEHOLDER for Gary -->
			<Target_Particle_Bone_Name/>
			<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>
		</Repair_Ability>
	</Abilities>
	</Container>

	<HeroUnit Name="Han_Solo">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_HERO_HAN_SOLO</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_HAN_SOLO,
			GALYANA_CLASS_BLANK,
			STAT_R_HANSOLO_LAND_HULL,
			STAT_R_HANSOLO_LAND_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_HAN_SOLO,
			GALYANA_CLASS_BLANK,
			STAT_R_HANSOLO_LAND_COST,
			STAT_R_HANSOLO_LAND_TIME,
			STAT_R_HANSOLO_LAND_HULL,
			STAT_R_HANSOLO_LAND_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SMUGGLER</Encyclopedia_Unit_Class>

		<Land_Model_Name>RI_HANSOLO.ALO</Land_Model_Name>
		<Icon_Name>i_button_han_solo.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

	<!-- GUI Info -->

	<!-- 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>

		<Is_Squashable>No</Is_Squashable>

	<!-- 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>.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>
		<FormationRaggedness>1.0</FormationRaggedness>
		<WaitsForFormationFormup>False</WaitsForFormationFormup>

		<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>
		<Autoresolve_Health>400</Autoresolve_Health>
		<Sensor_Range>20</Sensor_Range>

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

		<Projectile_Types>Proj_Infantry_Blaster_Red</Projectile_Types>
		<Damage_Type>Damage_Infantry_Heavy_Blaster</Damage_Type>
		<Projectile_Damage>30.0</Projectile_Damage>
		<Projectile_Fire_Recharge_Seconds>0.8</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>3</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, 3.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 5.0</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>5000</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_Rebel_Hero</Selection_Blob_Material_Name>
		<Highlight_Blob_Material_Name>Highlight_Rebel_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>
		<Spawn_Planet>NalHutta</Spawn_Planet>

		<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 -->
		<GalacticBehavior>SELECTABLE</GalacticBehavior>
		<LandBehavior>ABILITY_COUNTDOWN, 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>HanSolo</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_Han_Blaster_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Land_Han_Solo</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Land_Han_Solo</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Han_Solo</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Land_Han_Solo</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Land_Han_Solo</SFXEvent_Guard>
		<SFXEvent_Deploy>Unit_Deploy_Han_Solo</SFXEvent_Deploy>
		<SFXEvent_Group_Move>Unit_Group_Move_Han_Solo</SFXEvent_Group_Move>
		<SFXEvent_Group_Attack>Unit_Group_Attack_Han_Solo</SFXEvent_Group_Attack>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Land_Han_Solo</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Land_Han_Solo</SFXEvent_Health_Critical_Warning>

		<Death_SFXEvent_Start_Die>Unit_Defeat_Land_Han_Solo</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>AREA_EFFECT_STUN</Type>
			<Recharge_Seconds>40.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name/><!-- GUI Command Bar support -->
			<Spawned_Object_Type>Proj_Special_Han_Solo_Stun_Blast</Spawned_Object_Type>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>SPRINT</Type>
			<Expiration_Seconds>7.0</Expiration_Seconds>
			<Recharge_Seconds>45.0</Recharge_Seconds>
			<Mod_Multiplier>SPEED_MULTIPLIER,	 2.0f</Mod_Multiplier>
			<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.75f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Sprint_Han_Solo</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Galactic_Stealth_Ability Name="Han_Solo_Galactic_Stealth">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Galactic_Automatic</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<Evade_Detection_Chance>0.0</Evade_Detection_Chance>
		</Galactic_Stealth_Ability>
		<Siphon_Credits_Ability Name="Han_Solo_Siphon_Credits">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Ground_Activated</Activation_Style>
			<Causes_Despawn>Yes</Causes_Despawn>
			<Min_Siphon_Percentage>0.4</Min_Siphon_Percentage>
			<Max_Siphon_Percentage>0.8</Max_Siphon_Percentage>
			<Siphon_Duration_In_Cycles>6</Siphon_Duration_In_Cycles>
			<Min_Respawn_Time>300.0</Min_Respawn_Time>
			<Max_Respawn_Time>300.0</Max_Respawn_Time>
			<SFXEvent_Activate>Unit_Deploy_Han_Solo</SFXEvent_Activate>
		</Siphon_Credits_Ability>
		<System_Spy_Ability Name="Han_Solo_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>
		</System_Spy_Ability>
		<Hero_Protection_Ability Name="Han_Solo_Hero_Protection">
			<Neutralization_Cost_Multiplier>1.25</Neutralization_Cost_Multiplier>
			<Stacking_Category>0</Stacking_Category>
		</Hero_Protection_Ability>
		<Remove_Corruption_Ability Name="Hansolo_Remove_Corruption">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Ground_Activated</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<SFXEvent_Activate>RHD_Removing_Corruption</SFXEvent_Activate>
		</Remove_Corruption_Ability>
	</Abilities>
	</HeroUnit>
	<HeroUnit Name="Han_Solo_EM05"><!-- SoaFE - Adding this variant to make Han not die so easily --><!-- Mission Script Updated -->
		<Variant_Of_Existing_Type>Han_Solo</Variant_Of_Existing_Type>
		<Tactical_Health>1000</Tactical_Health>
	</HeroUnit>

	<HeroUnit Name="Chewbacca">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_HERO_CHEWBACCA</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_CHEWBACCA,
			GALYANA_CLASS_BLANK,
			STAT_R_CHEWBACCA_LAND_HULL,
			STAT_R_CHEWBACCA_LAND_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_CHEWBACCA,
			GALYANA_CLASS_BLANK,
			STAT_R_HANSOLO_LAND_COST,
			STAT_R_HANSOLO_LAND_TIME,
			STAT_R_CHEWBACCA_LAND_HULL,
			STAT_R_CHEWBACCA_LAND_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SMUGGLER</Encyclopedia_Unit_Class>

		<Land_Model_Name>RI_CHEWBACCA.ALO</Land_Model_Name>
		<Icon_Name>i_button_chewbacca.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

	<!-- GUI Info -->
		<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>

		<Is_Squashable>No</Is_Squashable>

	<!-- 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>10.0, 10.0</Blob_Shadow_Scale>
		<Blob_Shadow_Bone_Name>B_Chest</Blob_Shadow_Bone_Name>

	<!-- Statistics Info -->
		<Armor_Type>Armor_Infantry_Hero</Armor_Type>
		<Tactical_Health>600</Tactical_Health>
		<Autoresolve_Health>400</Autoresolve_Health>
		<Sensor_Range>20</Sensor_Range>

	<!-- Damage - Targeting Info -->
		<Damage>25</Damage>
		<AI_Combat_Power>250</AI_Combat_Power>

		<Projectile_Types>Proj_Indigenous_Wookiee_Bowcaster</Projectile_Types>
		<Damage_Type>Damage_Infantry_Sniper</Damage_Type>
		<Projectile_Damage>25.0</Projectile_Damage>
		<Projectile_Fire_Recharge_Seconds>0.7</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy>Infantry, 3.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Vehicle, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Air, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 5.0</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>4</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>5000</Score_Cost_Credits>
		<Political_Control>0</Political_Control>

	<!-- Hero Info -->
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Play_SFXEvent_On_Sighting>False</Play_SFXEvent_On_Sighting>
		<Selection_Blob_Material_Name>Selection_Rebel_Hero</Selection_Blob_Material_Name>
		<Highlight_Blob_Material_Name>Highlight_Rebel_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>
		<Spawn_Planet>Tatooine</Spawn_Planet>

		<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 -->
		<GalacticBehavior>SELECTABLE</GalacticBehavior>
		<LandBehavior>ABILITY_COUNTDOWN, VEHICLE_THIEF, 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>

		<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_Chewie_Blaster_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Chewie</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Chewie</SFXEvent_Move>
		<SFXEvent_Attack>Unit_Attack_Chewie</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Chewie</SFXEvent_Guard>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>CAPTURE_VEHICLE</Type>
			<Recharge_Seconds>55.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name>Chewbacca_Vehicle_Thief</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Laugh_Chewie</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
		<Unit_Ability>
			<Type>SPRINT</Type>
			<Expiration_Seconds>7.0</Expiration_Seconds>
			<Recharge_Seconds>45.0</Recharge_Seconds>
			<Mod_Multiplier>SPEED_MULTIPLIER,	 2.0f</Mod_Multiplier>
			<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.75f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Attack_Chewie</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Galactic_Stealth_Ability Name="Chewbacca_Galactic_Stealth">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Galactic_Automatic</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<Evade_Detection_Chance>0.0</Evade_Detection_Chance>
		</Galactic_Stealth_Ability>
		<Vehicle_Thief_Ability Name="Chewbacca_Vehicle_Thief">
			<Activation_Style>User_Input</Activation_Style>
			<Applicable_Unit_Categories/>
			<!-- MAKE SURE to add a "_Captured" clone to any unit that you add in this list!!!! -->
			<Applicable_Unit_Types>
				T1C_Tank,
				T2B_Tank,
				T3B_Tank,
				T4B_Tank,
				T6A_Tank,
				MPTL,
				AT_RT_Walker,
				AT_PT_Walker,
				AT_ST_Walker,
				AT_AA_Walker,
				AT_TE_Walker,
				AT_AT_Walker,
				SPMAT_Walker,
				TIE_Crawler,
				M1_Repulsor_Tank,
				MAL_Rocket_Vehicle,
				MZ8_Pulse_Cannon_Tank,
				Canderous_Assault_Tank,
				Hutt_Modified_Pod_Walker,
				Hutt_Modified_Skiff,
				Hutt_Modified_Swamp_Speeder,
				Hutt_Modified_Heavy_Skiff,
				AALL6,
				Medium_Tank,
				Heavy_Beam_Tank,
				Pod_Walker,
				Pod_Walker_Rebel,
				Pod_Walker_Empire,
				Pod_Walker_Underworld,
				Pod_Walker_Pirate,
				Swamp_Speeder,
				Swamp_Speeder_E,
				Swamp_Speeder_R,
				Swamp_Speeder_U,
				Swamp_Speeder_P
				Skiff,
				Pirate_Skiff,
				Pirate_Skiff_E,
				Pirate_Skiff_R,
				Pirate_Skiff_U,
				Heavy_Skiff,
				Heavy_Skiff_E,
				Heavy_Skiff_R,
				Heavy_Skiff_U
			</Applicable_Unit_Types>

			<Activation_Min_Range>0.0</Activation_Min_Range>
			<Activation_Max_Range>50.0</Activation_Max_Range>
			<Activation_Chance>1.0</Activation_Chance>
			<SFXEvent_Activate>Unit_Chewie_Beat_Up_SFX</SFXEvent_Activate>
		</Vehicle_Thief_Ability>
	</Abilities>
	</HeroUnit>

	<HeroCompany Name="Han_Solo_Team">
		<Text_ID>TEXT_HERO_HAN_SOLO_TEAM</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_HAN_AND_CHEWIE,
			GALYANA_CLASS_BLANK,
			STAT_R_HANSOLO_LAND_HULL,
			STAT_R_HANSOLO_LAND_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_HAN_AND_CHEWIE,
			GALYANA_CLASS_BLANK,
			STAT_R_HANSOLO_LAND_COST,
			STAT_R_HANSOLO_LAND_TIME,
			STAT_R_HANSOLO_LAND_HULL,
			STAT_R_HANSOLO_LAND_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_SMUGGLER</Encyclopedia_Unit_Class>

		<Icon_Name>i_button_han_solo_chewbacca.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>1</Population_Value>

		<GUI_Row>0</GUI_Row>

		<Damage>50</Damage>
		<Combat_Power_Value>0</Combat_Power_Value>
		<Autoresolve_Health>300</Autoresolve_Health>
		<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>2</Tech_Level>

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

		<Formation_Priority>2</Formation_Priority>
		<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>

		<Behavior>DUMMY_GROUND_COMPANY</Behavior>
		<Lua_Script>HanSoloPlan</Lua_Script>
		<Is_Dummy>Yes</Is_Dummy>
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Is_Homogeneous>No</Is_Homogeneous>
		<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>Millennium_Falcon</Company_Transport_Unit>
		<Company_Units>Han_Solo, Chewbacca</Company_Units>
		<Max_Squad_Size>1</Max_Squad_Size>

		<SFXEvent_Build_Started>RHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Han_Solo</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Respawn_Han_Solo</SFXEvent_Hero_Respawned>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Han_Solo</SFXEvent_Fleet_Move>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>AREA_EFFECT_STUN</Type>
			<Recharge_Seconds>20.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name/><!-- GUI Command Bar support -->
			<Spawned_Object_Type>Proj_Special_Han_Solo_Stun_Blast</Spawned_Object_Type>
		</Unit_Ability>
		<Unit_Ability>
			<Type>SPRINT</Type>
			<Expiration_Seconds>10.0</Expiration_Seconds>
			<Recharge_Seconds>30.0</Recharge_Seconds>
			<Mod_Multiplier>SPEED_MULTIPLIER,	 2.5f</Mod_Multiplier>
			<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.5f</Mod_Multiplier>
		</Unit_Ability>
		<Unit_Ability>
			<Type>CAPTURE_VEHICLE</Type>
			<Recharge_Seconds>20.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name>Chewbacca_Vehicle_Thief</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
		</Unit_Ability>
	</Unit_Abilities_Data>
	</HeroCompany>

	<HeroCompany Name="Han_Solo_Team_Land_MP">
		<Variant_Of_Existing_Type>Han_Solo_Team</Variant_Of_Existing_Type>

	<!--Skirmish Values Begin-->
		<Tactical_Build_Cost_Multiplayer>1800</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>20</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites>RC_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-->
	</HeroCompany>

	<HeroCompany Name="Han_Solo_Team_Space_MP">
		<Variant_Of_Existing_Type>Han_Solo_Team</Variant_Of_Existing_Type>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_MILLENNIUM_FALCON,
			GALYANA_CLASS_BLANK,
			STAT_R_HANSOLO_SHIELD,
			STAT_R_HANSOLO_HULL,
			STAT_R_HANSOLO_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_MILLENNIUM_FALCON,
			GALYANA_CLASS_BLANK,
			STAT_R_HANSOLO_COST,
			STAT_R_HANSOLO_TIME,
			STAT_R_HANSOLO_SHIELD,
			STAT_R_HANSOLO_HULL,
			STAT_R_HANSOLO_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>TIE_Fighter TIE_Scout</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Tartan_Patrol_Cruiser</Encyclopedia_Vulnerable_To>

	<!--Skirmish Values Begin-->
		<Tactical_Build_Cost_Multiplayer>1350</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>25</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>

	<!-- The Millennium Falcon is used by Han Solo & Chewbacca (Rebel Major Hero) during space battles -->
	<UniqueUnit Name="Millennium_Falcon">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_MILLENNIUM_FALCON</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_MILLENNIUM_FALCON,
			GALYANA_CLASS_BLANK,
			STAT_R_HANSOLO_SHIELD,
			STAT_R_HANSOLO_HULL,
			STAT_R_HANSOLO_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_MILLENNIUM_FALCON,
			GALYANA_CLASS_BLANK,
			STAT_R_HANSOLO_COST,
			STAT_R_HANSOLO_TIME,
			STAT_R_HANSOLO_SHIELD,
			STAT_R_HANSOLO_HULL,
			STAT_R_HANSOLO_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>TIE_Fighter TIE_Scout Skipray_Blastboat</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Tartan_Patrol_Cruiser Crusader_Gunship Kavadonia_Corvette</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>RV_MFalcon_Land.ALO</Land_Model_Name>
		<Landing_Transport_Variant>Millennium_Falcon_Landing</Landing_Transport_Variant>

		<Space_Model_Name>RV_MFalcon.ALO</Space_Model_Name>
		<Icon_Name>i_button_han_solo_chewbacca.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>0</Population_Value>
		<Space_Override_Population_Value>1</Space_Override_Population_Value>
		<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>

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

	<!-- Scale - Collision Info -->
		<Mass>0.98</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.5</Scale_Factor>
		<Select_Box_Scale>150</Select_Box_Scale>
		<Select_Box_Z_Adjust>1.0f</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>3.5</Min_Speed>
		<Max_Rate_Of_Turn>2.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>50</Bank_Turn_Angle>
		<Max_Thrust>0.1</Max_Thrust>
		<Max_Lift>1.5</Max_Lift>
		<Begin_Turn_Towards_Distance>300.0</Begin_Turn_Towards_Distance>
		<OverrideAcceleration>.3</OverrideAcceleration>
		<OverrideDeceleration>.3</OverrideDeceleration>
		<Hover_Offset>5</Hover_Offset>

		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>2.0</Hyperspace_Speed>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
		<Shield_Points>400</Shield_Points>
		<Shield_Refresh_Rate>18</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter_Hero</Armor_Type>
		<Tactical_Health>800</Tactical_Health>
		<Autoresolve_Health>400</Autoresolve_Health>
		<Energy_Capacity>1200</Energy_Capacity>
		<Energy_Refresh_Rate>200</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>15</Damage>
		<AI_Combat_Power>1500</AI_Combat_Power>

<!--		<HardPoints>HP_MFalcon_Laser</HardPoints>-->

		<Damage_Type>Damage_Strike</Damage_Type>
		<Projectile_Types>Proj_Ship_Medium_Laser_Cannon_Red</Projectile_Types>
		<Projectile_Damage>16.0</Projectile_Damage>
		<Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>0.5</Projectile_Fire_Recharge_Seconds>

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

		<Fires_Forward>No</Fires_Forward>
		<Ranged_Target_Z_Adjust>-3.0</Ranged_Target_Z_Adjust>
		<Turret_Rotate_Extent_Degrees>360</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>90</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>1000.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Corvette</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

	<!-- Formation Info -->
		<Minimum_Follow_Distance>40.0</Minimum_Follow_Distance>

		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>400.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>300.0</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>2</Ranking_In_Category>
		<Ship_Class>Fighter</Ship_Class>
		<Layer_Z_Adjust>-20</Layer_Z_Adjust>
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

		<Political_Control>0</Political_Control>
		<Squadron_Capacity>0</Squadron_Capacity>
		<Number_per_Squadron>1</Number_per_Squadron>

		<Score_Cost_Credits>15000</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, DAMAGE_TRACKING, UNIT_AI, NEBULA</SpaceBehavior>
		<LandBehavior>REVEAL, HIDE_WHEN_FOGGED</LandBehavior>
		<Lua_Script>ObjectScript_MillenniumFalcon</Lua_Script>

		<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
		<Death_Clone>Damage_Normal, Millennium_Falcon_Death_Clone</Death_Clone>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>RHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Han_Solo</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_Han_Solo</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Han_Solo</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Han_Solo</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Han_Solo</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Han_Solo</SFXEvent_Guard>
		<SFXEvent_Deploy>Unit_Deploy_Han_Solo</SFXEvent_Deploy>
		<SFXEvent_Fire>Unit_Falcon_Fire</SFXEvent_Fire>

		<SFXEvent_Ambient_Moving>Unit_Falcon_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_Idle_Loop>Unit_Falcon_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Falcon_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Falcon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>INVULNERABILITY</Type>
			<Recharge_Seconds>60</Recharge_Seconds>
			<Expiration_Seconds>6</Expiration_Seconds>
			<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.0f</Mod_Multiplier><!-- completely invulnerabe -->
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Invulnerable_Han_Solo</SFXEvent_GUI_Unit_Ability_Activated>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<!--Skirmish Values Begin-->
		<Tactical_Build_Cost_Multiplayer>1350</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>25</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="Millennium_Falcon_Landing">
		<AI_Combat_Power>0</AI_Combat_Power>
		<Variant_Of_Existing_Type>Millennium_Falcon</Variant_Of_Existing_Type>
		<Attack_Category_Restrictions>Infantry | Vehicle | Air | LandHero | Structure</Attack_Category_Restrictions>
		<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>2.5</Scale_Factor>
	</UniqueUnit>

	<!-- Special version of the millennium falcon used for end of rebel campaign -->
	<UniqueUnit Name="Millennium_Falcon_Space">
		<Variant_Of_Existing_Type>Millennium_Falcon</Variant_Of_Existing_Type>
		<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>
		<Icon_Name>i_button_millennium_falcon.tga</Icon_Name>
	</UniqueUnit>

	<!-- This guy is used in rebel campaing Kashyyyk mission as prop-->
	<UniqueUnit Name="Millennium_Falcon_Ground">
		<Variant_Of_Existing_Type>Millennium_Falcon</Variant_Of_Existing_Type>
		<Attack_Category_Restrictions>Infantry | Vehicle | Air | LandHero | Structure</Attack_Category_Restrictions>
	<!--<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED</Behavior>-->
		<Behavior>DUMMY_STARSHIP</Behavior>
		<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
		<Icon_Name>i_button_millennium_falcon.tga</Icon_Name>
		<Scale_Factor>2.3</Scale_Factor>
	</UniqueUnit>

	<UniqueUnit Name="Millennium_Falcon_Ground_CIN">
		<Variant_Of_Existing_Type>Millennium_Falcon</Variant_Of_Existing_Type>
		<Attack_Category_Restrictions>Infantry | Vehicle | Air | LandHero | Structure</Attack_Category_Restrictions>
		<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
		<Icon_Name>i_button_millennium_falcon.tga</Icon_Name>
		<LandBehavior>REVEAL, HIDE_WHEN_FOGGED, FLYING_LOCOMOTOR</LandBehavior>
		<Scale_Factor>0.50</Scale_Factor>
		<Hover_Offset>11000</Hover_Offset>
		<Max_Speed>5.0</Max_Speed>
		<Min_Speed>3.5</Min_Speed>
		<Max_Rate_Of_Turn>1.0</Max_Rate_Of_Turn>
		<Max_Thrust>0.2</Max_Thrust>
		<Max_Rate_Of_Roll>1.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>50</Bank_Turn_Angle>
		<Begin_Turn_Towards_Distance>300.0</Begin_Turn_Towards_Distance>
		<Fires_Forward>no</Fires_Forward>
		<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>
		<Max_Lift>1.5</Max_Lift>

		<SFXEvent_Select/>
		<SFXEvent_Move/>
		<SFXEvent_Fleet_Move/>
		<SFXEvent_Attack/>
		<SFXEvent_Guard/>
		<SFXEvent_Deploy/>
		<SFXEvent_Fire>Unit_Falcon_Fire</SFXEvent_Fire>
		<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>

		<SFXEvent_Ambient_Moving>Unit_Falcon_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_Idle_Loop>Unit_Falcon_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Falcon_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Falcon_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
	</UniqueUnit>

	<!-- jdg - Used in Rebel Campaign Act III Mission 7 - Rescue Falcon -->
	<UniqueUnit Name="Millenium_Falcon_Backwards">
		<Variant_Of_Existing_Type>Millennium_Falcon</Variant_Of_Existing_Type>
		<Space_Model_Name>RV_MFalcon_backwards.alo</Space_Model_Name>
		<Death_Clone>Damage_Normal, Millennium_Falcon_Backwards_Death_Clone</Death_Clone>
		<Projectile_Damage>12.0</Projectile_Damage><!--Damage reduced to 75%-->
		<Space_Full_Stop_Command>True</Space_Full_Stop_Command>
		<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
		<Affiliation>Rebel, Bothan</Affiliation>
	</UniqueUnit>

	<UniqueUnit Name="Millennium_Falcon_Death_Clone">
		<Text_ID>TEXT_UNIT_MILLENNIUM_FALCON</Text_ID>
		<Space_Model_Name>RV_MFalcon_D.alo</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
		<Scale_Factor>0.5</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="Millennium_Falcon_Backwards_Death_Clone">
		<Text_ID>TEXT_UNIT_MILLENNIUM_FALCON</Text_ID>
		<Space_Model_Name>RV_MFalcon_backwards_D.alo</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>
		<Scale_Factor>0.5</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>

	<HeroUnit Name="Kyle_Katarn">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_HERO_KYLE_KATARN</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_KYLE_KATARN,
			GALYANA_CLASS_BLANK,
			STAT_R_KATARN_LAND_HULL,
			STAT_R_KATARN_LAND_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_KYLE_KATARN,
			GALYANA_CLASS_BLANK,
			STAT_R_KATARN_LAND_COST,
			STAT_R_KATARN_LAND_TIME,
			STAT_R_KATARN_LAND_HULL,
			STAT_R_KATARN_LAND_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HERO_MAJOR</Encyclopedia_Unit_Class>

		<Land_Model_Name>RI_KyleKatarn.ALO</Land_Model_Name>
		<Icon_Name>i_button_kyle_katarn.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

	<!-- GUI Info -->

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

		<Is_Squashable>No</Is_Squashable>

	<!-- 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>

		<MaxJiggleDistance>2.0</MaxJiggleDistance>

		<FormationSpacing>0.3</FormationSpacing>
		<FormationOrder>1</FormationOrder>
		<FormationRaggedness>0.8</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>400</Tactical_Health>
		<Autoresolve_Health>400</Autoresolve_Health>
		<Sensor_Range>20</Sensor_Range>

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

		<Projectile_Types>Proj_Infantry_Sniper_Red</Projectile_Types>
		<Projectile_Damage>40.0</Projectile_Damage>
		<Projectile_Fire_Recharge_Seconds>1.5</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, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 1.0</Targeting_Fire_Inaccuracy>

		<Land_FOW_Reveal_Range>325.0</Land_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>300.0</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>Yes</Is_Force_Sensitive>
		<Play_SFXEvent_On_Sighting>True</Play_SFXEvent_On_Sighting>
		<Selection_Blob_Material_Name>Selection_Rebel_Hero</Selection_Blob_Material_Name>
		<Highlight_Blob_Material_Name>Highlight_Rebel_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>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>HanSolo</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_Rebel_Infantry_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Katarn</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Katarn</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Katarn</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Katarn</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Katarn</SFXEvent_Guard>
		<SFXEvent_Group_Move>Unit_Group_Move_Katarn</SFXEvent_Group_Move>
		<SFXEvent_Group_Attack>Unit_Group_Attack_Katarn</SFXEvent_Group_Attack>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Katarn</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Katarn</SFXEvent_Health_Critical_Warning>

		<Death_SFXEvent_Start_Die>Unit_Defeat_Katarn</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>STICKY_BOMB</Type>
			<Recharge_Seconds>23.0f</Recharge_Seconds>
			<GUI_Activated_Ability_Name>Kyle_Katarn_Grenade_Attack</GUI_Activated_Ability_Name>
			<SFXEvent_Target_Ability>Unit_Bomb_Katarn</SFXEvent_Target_Ability>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>SPRINT</Type>
			<Expiration_Seconds>8.0</Expiration_Seconds>
			<Recharge_Seconds>45.0</Recharge_Seconds>
			<Mod_Multiplier>SPEED_MULTIPLIER,		2.0f</Mod_Multiplier>
			<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER,	0.75f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Sprint_Katarn</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Galactic_Stealth_Ability Name="Kyle_Katarn_Galactic_Stealth">
			<Evade_Detection_Chance>0.0</Evade_Detection_Chance>
		</Galactic_Stealth_Ability>
		<System_Spy_Ability Name="Kyle_Katarn_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_Minor_Stealth_Heroes>Yes</See_Minor_Stealth_Heroes>
			<See_Major_Stealth_Heroes>Yes</See_Major_Stealth_Heroes>
		</System_Spy_Ability>
		<Grenade_Attack_Ability Name="Kyle_Katarn_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>6.0</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_Attack_Katarn</SFXEvent_Activate>
		</Grenade_Attack_Ability>
		<Remove_Corruption_Ability Name="Kyle_Remove_Corruption">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Ground_Activated</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<SFXEvent_Activate>RHD_Removing_Corruption</SFXEvent_Activate>
		</Remove_Corruption_Ability>
	</Abilities>
	</HeroUnit>

	<HeroCompany Name="Katarn_Team">
		<Text_ID>TEXT_HERO_KYLE_KATARN</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_KYLE_KATARN,
			GALYANA_CLASS_BLANK,
			STAT_R_KATARN_LAND_HULL,
			STAT_R_KATARN_LAND_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_KYLE_KATARN,
			GALYANA_CLASS_BLANK,
			STAT_R_KATARN_LAND_COST,
			STAT_R_KATARN_LAND_TIME,
			STAT_R_KATARN_LAND_HULL,
			STAT_R_KATARN_LAND_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HERO_MAJOR</Encyclopedia_Unit_Class>

		<Icon_Name>i_button_kyle_katarn.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>1</Population_Value>

		<GUI_Row>0</GUI_Row>

		<Damage>50</Damage>
		<Combat_Power_Value>0</Combat_Power_Value>
		<Autoresolve_Health>300</Autoresolve_Health>
		<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_Timeline>3</Required_Timeline>
		<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>Moldy_Crow</Company_Transport_Unit>
		<Company_Units>Kyle_Katarn</Company_Units>

		<SFXEvent_Build_Started>RHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Katarn</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Respawn_Katarn</SFXEvent_Hero_Respawned>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Katarn</SFXEvent_Fleet_Move>

	<!--Skirmish Values Begin-->
		<Tactical_Build_Cost_Multiplayer>1200</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites>RC_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="Moldy_Crow">
	<!-- Encyclopedia Info -->
		<Text_ID>UEAW_UNIT_MOLDY_CROW</Text_ID>
		<Encyclopedia_Text>
			UEAW_TOOLTIP_MOLDY_CROW,
			GALYANA_CLASS_BLANK,
			STAT_R_KYLEKATARN_SHIELD,
			STAT_R_KYLEKATARN_HULL,
			STAT_R_KYLEKATARN_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			UEAW_TOOLTIP_MOLDY_CROW,
			GALYANA_CLASS_BLANK,
			STAT_R_KYLEKATARN_COST,
			STAT_R_KYLEKATARN_TIME,
			STAT_R_KYLEKATARN_SHIELD,
			STAT_R_KYLEKATARN_HULL,
			STAT_R_KYLEKATARN_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>TIE_Fighter TIE_Bomber TIE_Scout</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Tartan_Patrol_Cruiser Kavadonia_Corvette Pelleaon_Star_Destroyer</Encyclopedia_Vulnerable_To>

		<Land_Model_Name>NV_MOLDYCROW.ALO</Land_Model_Name>
		<Landing_Transport_Variant>Alliance_Shuttle_Landing</Landing_Transport_Variant> <!-- Moldy_Crow_Landing -->

		<Space_Model_Name>RV_MOLDYCROW.ALO</Space_Model_Name> <!-- Now RV_ for space -->
		<Icon_Name>i_button_kyle_katarn.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>1</Population_Value>

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

	<!-- Scale - Collision Info -->
		<Mass>0.98</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.4</Scale_Factor>
		<Select_Box_Scale>185</Select_Box_Scale>
		<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius>40.0</Mouse_Collide_Override_Sphere_Radius> <!-- Easier to target/mouse hover -->
		<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>5.6</Max_Speed>
		<Min_Speed>2.5</Min_Speed>
		<Max_Rate_Of_Turn>5.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>4.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>55</Bank_Turn_Angle>
		<Max_Thrust>0.7</Max_Thrust>
		<Max_Lift>3.0</Max_Lift>
		<Begin_Turn_Towards_Distance>500.0</Begin_Turn_Towards_Distance>
		<OverrideAcceleration>.4</OverrideAcceleration>
		<OverrideDeceleration>.4</OverrideDeceleration>
		<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>350</Shield_Points>
		<Shield_Refresh_Rate>15</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter_Hero</Armor_Type>
		<Tactical_Health>650</Tactical_Health>
		<Autoresolve_Health>400</Autoresolve_Health>
		<Energy_Capacity>1000</Energy_Capacity>
		<Energy_Refresh_Rate>200</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>15</Damage>
		<AI_Combat_Power>1200</AI_Combat_Power>

<!--		<HardPoints>HP_Katarn_Missile</HardPoints>--> <!-- Giving missiles to mara instead -->

		<Damage_Type>Damage_Strike</Damage_Type>
		<Projectile_Types>Proj_Ship_Medium_Laser_Cannon_Red</Projectile_Types>
		<Projectile_Damage>16.0</Projectile_Damage> <!-- was 14 -->
		<Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.15</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>0.5</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy>Fighter, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Bomber, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Transport, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Corvette, 15.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 20.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 15.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>

		<Fires_Forward>No</Fires_Forward>
		<Ranged_Target_Z_Adjust>-3.0</Ranged_Target_Z_Adjust>
		<Turret_Rotate_Extent_Degrees>50</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>700.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

	<!-- Formation Info -->
		<Minimum_Follow_Distance>40.0</Minimum_Follow_Distance>

		<Guard_Chase_Range>1000.0</Guard_Chase_Range>
		<Idle_Chase_Range>400.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>300.0</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>
		<Layer_Z_Adjust>-20</Layer_Z_Adjust>
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

		<Political_Control>0</Political_Control>
		<Squadron_Capacity>0</Squadron_Capacity>
		<Number_per_Squadron>1</Number_per_Squadron>

		<Score_Cost_Credits>2000</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, DAMAGE_TRACKING, UNIT_AI, NEBULA</SpaceBehavior>
		<LandBehavior>REVEAL, HIDE_WHEN_FOGGED</LandBehavior>

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

		<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
		<Spin_Away_On_Death_Chance>1.0</Spin_Away_On_Death_Chance>
		<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
		<Spin_Away_On_Death_Explosion>Medium_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>RHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Katarn</SFXEvent_Build_Complete>

		<SFXEvent_Fire>Unit_X_Wing_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Katarn</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Katarn</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Katarn</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Katarn</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Katarn</SFXEvent_Guard>

		<SFXEvent_Ambient_Moving>Unit_Moldy_Crow_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_Missile_Jammer_Pod</Spawned_Object_Type>
			<Bomb_Countdown_Seconds>10</Bomb_Countdown_Seconds>
			<Alternate_Name_Text>Galyana_Ability_Deploy_Missile_Jammer</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Missile_Jammer</Alternate_Description_Text>
			<Alternate_Icon_Name>I_SA_MISSILE_JAMMER.tga</Alternate_Icon_Name>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>825</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>16</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="Moldy_Crow_Landing">
		<Variant_Of_Existing_Type>Moldy_Crow</Variant_Of_Existing_Type>
		<Behavior>TRANSPORT</Behavior>
		<Scale_Factor>4.0</Scale_Factor>
		<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
		<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>
		<Has_Space_Evaluator>False</Has_Space_Evaluator>
		<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>

		<Attack_Category_Restrictions>Infantry | Vehicle | Air | LandHero | Structure</Attack_Category_Restrictions>
	</UniqueUnit>

	<HeroUnit Name="Luke_Skywalker_Jedi">
	<!-- Encyclopedia Info -->
		<LOD_Bias>99</LOD_Bias>
		<Text_ID>TEXT_HERO_LUKE_SKYWALKER_JEDI</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_LUKE_SKYWALKER_JEDI,
			GALYANA_CLASS_BLANK,
			STAT_R_LUKE_LAND_HULL,
			STAT_R_LUKE_LAND_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_LUKE_SKYWALKER_JEDI,
			GALYANA_CLASS_BLANK,
			STAT_R_LUKE_LAND_COST,
			STAT_R_LUKE_LAND_TIME,
			STAT_R_LUKE_LAND_HULL,
			STAT_R_LUKE_LAND_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_JEDI_KNIGHT</Encyclopedia_Unit_Class>

		<Land_Model_Name>RI_SKYWALKER.ALO</Land_Model_Name>
		<Icon_Name>i_button_RI_skywalker.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

	<!-- GUI Info -->

	<!-- 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>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>1.0</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>600</Tactical_Health>
		<Autoresolve_Health>400</Autoresolve_Health>
		<Sensor_Range>20</Sensor_Range>

	<!-- 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, -5.1705, 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_Obiwan_Lightsaber_Idle_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Obiwan_Lightsaber_Moving_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Obiwan_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_Luke</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Appearance_Delay_Frames>20</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_Visible_On_Enemy_Radar>No</Is_Visible_On_Enemy_Radar> <!-- Special: Obi-Wan doesn't show up on enemy's radar map, but he does show up for allies. -->
		<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>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_Rebel_Hero</Selection_Blob_Material_Name>
		<Highlight_Blob_Material_Name>Highlight_Rebel_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>3500.0</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, SURFACE_FX, WALK_LOCOMOTOR, IDLE, REVEAL, HIDE_WHEN_FOGGED, TARGETING, WEAPON, DAMAGE_TRACKING, UNIT_AI, ABILITY_COUNTDOWN, HOLSTER_WEAPON, GARRISON_UNIT</LandBehavior>
		<SurfaceFX_Name>Generic_Footprint, Infantry_Terrain_Modifier</SurfaceFX_Name>
		<Lua_Script>ObjectScript_GC_Stealth_Reveal_200</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_Luke_Land</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Luke_Land</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Luke_Land</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Luke_Land</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Luke_Land</SFXEvent_Guard>
		<SFXEvent_Group_Move>Unit_Group_Move_Luke_Land</SFXEvent_Group_Move>
		<SFXEvent_Group_Attack>Unit_Group_Attack_Luke_Land</SFXEvent_Group_Attack>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Luke_Land</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Luke_Land</SFXEvent_Health_Critical_Warning>

		<Death_SFXEvent_Start_Die>Unit_Defeat_Luke_Land</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>SABER_THROW</Type>
			<Recharge_Seconds>30.0</Recharge_Seconds>
			<GUI_Activated_Ability_Name>Luke_Saber_Throw</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
			<Effective_Radius>500.0</Effective_Radius>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>FORCE_CLOAK</Type>
			<Recharge_Seconds>15.0</Recharge_Seconds>
			<Expiration_Seconds>60.0</Expiration_Seconds>
			<GUI_Activated_Ability_Name>Luke_Force_Cloak</GUI_Activated_Ability_Name><!-- GUI Command Bar support -->
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Cloak_Luke_Land</SFXEvent_GUI_Unit_Ability_Activated>
			<Effective_Radius>500.0</Effective_Radius>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Redirect_Blaster_Ability Name="Luke_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>0.50</Redirect_Chance>
			<Block_Chance>0.50</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>
		<Earthquake_Attack_Ability Name="Luke_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>3.0</Damage_Amount>
			<Damage_Percentage>0.02</Damage_Percentage>
			<Damage_Interval_In_Secs>0.5</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>
		<Absorb_Blaster_Ability Name="Luke_Absorb_Blaster">
			<Activation_Style>Take_Damage</Activation_Style>
			<Absorb_Chance>0.4</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>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>
		<Saber_Throw_Ability Name="Luke_Saber_Throw">
			<Activation_Style>User_Input</Activation_Style>
			<Activation_Min_Range>20.0</Activation_Min_Range>
			<Activation_Max_Range>200.0</Activation_Max_Range>
			<Saber_Name>Lukes_Light_Saber</Saber_Name>
			<Catch_Dist>15.0</Catch_Dist>
		</Saber_Throw_Ability>
		<Force_Cloak_Ability Name="Luke_Force_Cloak">
			<Activation_Style>User_Input</Activation_Style>
			<Force_Cloak_Color>255, 255, 255, 255</Force_Cloak_Color>
			<Force_Cloak_Transition_In_Secs>.4</Force_Cloak_Transition_In_Secs>
		</Force_Cloak_Ability>
		<Remove_Corruption_Ability Name="Luke_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>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>RHD_Removing_Corruption</SFXEvent_Activate>
		</Remove_Corruption_Ability>
	</Abilities>
	</HeroUnit>

	<HeroCompany Name="Luke_Skywalker_Jedi_Team">
		<Text_ID>TEXT_HERO_LUKE_SKYWALKER_JEDI_TEAM</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_LUKE_SKYWALKER_JEDI,
			GALYANA_CLASS_BLANK,
			STAT_R_LUKE_LAND_HULL,
			STAT_R_LUKE_LAND_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_LUKE_SKYWALKER_JEDI,
			GALYANA_CLASS_BLANK,
			STAT_R_LUKE_LAND_COST,
			STAT_R_LUKE_LAND_TIME,
			STAT_R_LUKE_LAND_HULL,
			STAT_R_LUKE_LAND_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_JEDI_KNIGHT</Encyclopedia_Unit_Class>

		<Icon_Name>i_button_RI_skywalker.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>1</Population_Value>

		<GUI_Row>0</GUI_Row>

		<Damage>100</Damage>
		<Combat_Power_Value>0</Combat_Power_Value>
		<Autoresolve_Health>300</Autoresolve_Health>
		<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_Timeline>5</Required_Timeline>
		<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>2</Ranking_In_Category>

		<Company_Transport_Unit>Luke_Jedi_XWing</Company_Transport_Unit>
		<Company_Units>Luke_Skywalker_Jedi</Company_Units>

		<SFXEvent_Build_Started>RHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Select_Luke_Land</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Select_Luke_Land</SFXEvent_Hero_Respawned>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Luke_Land</SFXEvent_Fleet_Move>

	<!--Skirmish Values Begin-->
		<Tactical_Build_Cost_Multiplayer>2300</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>24</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites>RC_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-->

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

	<UniqueUnit Name="Luke_Jedi_XWing">
		<LOD_Bias>5</LOD_Bias>
		<Text_ID>TEXT_UNIT_LUKE_XWING</Text_ID>
		<Encyclopedia_Good_Against>TIE_Fighter TIE_Bomber</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Tartan_Patrol_Cruiser</Encyclopedia_Vulnerable_To>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Text>TEXT_TOOLTIP_LUKE_SKYWALKER_JEDI</Encyclopedia_Text>

		<Space_Model_Name>rv_XWing.ALO</Space_Model_Name>
		<Icon_Name>i_button_RI_skywalker.tga</Icon_Name>

		<Scale_Factor>0.7</Scale_Factor>
		<Select_Box_Scale>60</Select_Box_Scale>
		<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
		<Mass>0.98</Mass>

		<Max_Speed>4.5</Max_Speed>
		<Min_Speed>1.5</Min_Speed>
		<Max_Lift>2.0</Max_Lift>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Max_Thrust>0.25</Max_Thrust>
		<Max_Rate_Of_Roll>3.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>60</Bank_Turn_Angle>
		<Begin_Turn_Towards_Distance>400.0</Begin_Turn_Towards_Distance>
		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>1.2</Hyperspace_Speed>

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

		<Armor_Type>Armor_Fighter_Hero</Armor_Type>
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>

		<Affiliation>Rebel</Affiliation>
		<Shield_Points>120</Shield_Points>
		<Tactical_Health>360</Tactical_Health>
		<Shield_Refresh_Rate>6</Shield_Refresh_Rate>
		<Energy_Capacity>600</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>

		<Formation_Priority>1</Formation_Priority>
		<Is_Escort>yes</Is_Escort>
		<Is_Bomber>no</Is_Bomber>
		<Squadron_Capacity>0</Squadron_Capacity>
		<Number_per_Squadron>1</Number_per_Squadron>
		<Size_Value>8</Size_Value>
		<Damage>15</Damage>

		<Fires_Forward>no</Fires_Forward>
		<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>20</Turret_Elevate_Extent_Degrees>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

		<Damage_Type>Damage_Strike</Damage_Type>
		<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Red_X2</Projectile_Types>
		<Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>

		<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_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, 15.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 10.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 5.0</Targeting_Fire_Inaccuracy>

		<Fire_Category_Restrictions>Infantry, Vehicle, Structure, Air</Fire_Category_Restrictions>

		<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
		<Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die>

		<SFXEvent_Select>Unit_Select_Luke</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Luke</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Luke</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Luke</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Luke</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Luke</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Luke</SFXEvent_Assist_Attack>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Luke</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Luke</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Enemy_Health_Low_Warning>Unit_Enemy_Health_Low_Luke</SFXEvent_Enemy_Health_Low_Warning>
		<SFXEvent_Enemy_Health_Critical_Warning>Unit_Enemy_Health_Critical_Luke</SFXEvent_Enemy_Health_Critical_Warning>
		<SFXEvent_Unit_Lost>Unit_Defeat_Luke</SFXEvent_Unit_Lost>

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

		<Score_Cost_Credits>500</Score_Cost_Credits>
		<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>

		<Ranking_In_Category>2</Ranking_In_Category>

		<MovementClass>Space</MovementClass>
		<CategoryMask>Fighter | SpaceHero | AntiFighter | AntiBomber</CategoryMask>
		<Victory_Relevant>yes</Victory_Relevant>
		<Custom_Footprint_Radius>15.0</Custom_Footprint_Radius>
		<MovementClass>Space</MovementClass>
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Name>i_radar_fighter.tga</Radar_Icon_Name>
		<FormationOrder>2</FormationOrder>

		<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
		<Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
		<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
		<Spin_Away_On_Death_Explosion>Small_Explosion_Space</Spin_Away_On_Death_Explosion>
		<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_X_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>
		<Remove_Upon_Death>true</Remove_Upon_Death>

		<Landing_Transport_Variant>Luke_Jedi_Xwing_Landing</Landing_Transport_Variant>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability><!-- UEAW, original lucky shot does not work, FoC bug, Fynbos -->
			<Type>POWER_TO_WEAPONS</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER, 0.50f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER, 2</Mod_Multiplier>
			<Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER, 2.5</Mod_Multiplier>
			<Recharge_Seconds>50</Recharge_Seconds>
			<Expiration_Seconds>8</Expiration_Seconds>
			<Alternate_Name_Text>UEAW_ABILITY_STRIKE_LUKE_NAME</Alternate_Name_Text>
			<Alternate_Description_Text>UEAW_ABILITY_STRIKE_LUKE</Alternate_Description_Text>
			<Alternate_Icon_Name>i_sa_strike.tga</Alternate_Icon_Name>
		</Unit_Ability>

		<Unit_Ability>
			<Type>SPOILER_LOCK</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	3.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	2.0f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		2.0f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Ability_On_Luke</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Ability_Off_Luke</SFXEvent_GUI_Unit_Ability_Deactivated>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</UniqueUnit>

	<TransportUnit Name="Luke_Jedi_Xwing_Landing">
		<Variant_Of_Existing_Type>Luke_Jedi_XWing</Variant_Of_Existing_Type>
		<Land_Model_Name>RV_XWing_Landing.alo</Land_Model_Name>
		<Icon_Name>i_button_x_wing.tga</Icon_Name>
		<Behavior>TRANSPORT</Behavior>
		<Scale_Factor>3.5</Scale_Factor>
		<LandBehavior>HIDE_WHEN_FOGGED</LandBehavior>
		<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>
		<Has_Space_Evaluator>False</Has_Space_Evaluator>
		<Exclude_From_Distance_Fade>true</Exclude_From_Distance_Fade>
		<UnitCollisionClass>Landing Transport</UnitCollisionClass>
	</TransportUnit>

<!-- Old EaW Luke -->
	<HeroUnit Name="Luke_Skywalker">
		<Text_ID>TEXT_HERO_LUKE_SKYWALKER</Text_ID>
		<Encyclopedia_Text>TEXT_TOOLTIP_LUKE</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HERO_MAJOR</Encyclopedia_Unit_Class>

		<Icon_Name>i_button_luke_skywalker.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

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

		<Type>Walk</Type>

		<Damage>60</Damage>
		<Autoresolve_Health>300</Autoresolve_Health>

		<CategoryMask>SpaceHero</CategoryMask>
		<Ranking_In_Category>2</Ranking_In_Category>

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

		<IsBuildable>No</IsBuildable>
		<Required_Timeline>5</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>0</Required_Star_Base_Level>
		<Required_Special_Structures/>
		<Required_Planets/>

		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Is_Force_Sensitive>Yes</Is_Force_Sensitive>
		<Is_Super_Weapon_Killer>Yes</Is_Super_Weapon_Killer>
		<Spawn_Planet>Tatooine</Spawn_Planet>

		<Attach_To_Flagship_During_Space_Battle>No</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>Yes</Can_Be_Neutralized_By_Minor_Heroes>

		<Lua_Script>LukePlan</Lua_Script>

		<SFXEvent_Select>Unit_Select_Luke</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Luke</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Luke</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Luke</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Luke</SFXEvent_Guard>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Luke</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Luke</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Enemy_Health_Low_Warning>Unit_Enemy_Health_Low_Luke</SFXEvent_Enemy_Health_Low_Warning>
		<SFXEvent_Enemy_Health_Critical_Warning>Unit_Enemy_Health_Critical_Luke</SFXEvent_Enemy_Health_Critical_Warning>

		<Death_SFXEvent_Start_Die>Unit_Defeat_Luke</Death_SFXEvent_Start_Die>
	</HeroUnit>

	<HeroCompany Name="Luke_Team">
		<Text_ID>TEXT_HERO_LUKE_TEAM</Text_ID>
		<Encyclopedia_Text>TEXT_TOOLTIP_LUKE</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_HERO_MAJOR</Encyclopedia_Unit_Class>
		<Icon_Name>i_button_luke_skywalker.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

		<Damage>100</Damage>
		<Combat_Power_Value>0</Combat_Power_Value>
		<Autoresolve_Health>300</Autoresolve_Health>
		<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_Timeline>0</Required_Timeline>
		<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>

		<CategoryMask>SpaceHero</CategoryMask>
		<Ranking_In_Category>2</Ranking_In_Category>

		<Company_Transport_Unit>Luke_XWing</Company_Transport_Unit>
		<Company_Units>Luke_Skywalker</Company_Units>

		<SFXEvent_Build_Started>RHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Luke</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Respawn_Luke</SFXEvent_Hero_Respawned>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Luke</SFXEvent_Fleet_Move>

	<Unit_Abilities_Data SubObjectList="Yes">
		<!-- Someone commented this out. This is needed on ALL Red Squadron units! -Oksana -->
		<Unit_Ability>
			<Type>LUCKY_SHOT</Type>
		</Unit_Ability>
		<Unit_Ability>
			<Type>SPOILER_LOCK</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	2.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	2.0f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		2</Mod_Multiplier>
			<Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER,	0.75f</Mod_Multiplier>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</HeroCompany>

	<!-- Red 5 is used by Luke Skywalker (Rebel Major Hero) during space battles -->
	<UniqueUnit Name="Luke_XWing">
	<!-- Encyclopedia Info -->
		<LOD_Bias>10</LOD_Bias>
		<Text_ID>TEXT_UNIT_LUKE_XWING</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_LUKE,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Luke_XWing,
			GALYANA_CLASS_BLANK,
			STAT_R_REDSQUADRON_SHIELD,
			STAT_R_REDSQUADRON_HULL,
			STAT_R_REDSQUADRON_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_LUKE,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Luke_XWing,
			GALYANA_CLASS_BLANK,
			STAT_R_REDSQUADRON_COST,
			STAT_R_REDSQUADRON_TIME,
			STAT_R_REDSQUADRON_SHIELD,
			STAT_R_REDSQUADRON_HULL,
			STAT_R_REDSQUADRON_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class> <!--TEXT_ENCYCLOPEDIA_CLASS_RED_SQUADRON-->
		<Encyclopedia_Good_Against>TIE_Fighter TIE_Bomber Death_Star</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Tartan_Patrol_Cruiser Broadside_Class_Cruiser Crusader_Gunship</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>rv_XWing.ALO</Space_Model_Name>
		<Icon_Name>i_button_luke_skywalker.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>0</Population_Value>

	<!-- Scale - Collision Info -->
		<Mass>0.98</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.7</Scale_Factor>
		<Select_Box_Scale>60</Select_Box_Scale>
		<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius>30.0</Mouse_Collide_Override_Sphere_Radius>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Custom_Footprint_Radius>15.0</Custom_Footprint_Radius>

		<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>4.0</Max_Speed>
		<Min_Speed>1.5</Min_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>3.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>60</Bank_Turn_Angle>
		<Max_Thrust>0.1</Max_Thrust>
		<Max_Lift>2.0</Max_Lift><!-- SoaFE: Was 0.0f -->
		<Begin_Turn_Towards_Distance>300.0</Begin_Turn_Towards_Distance>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
		<Shield_Points>200</Shield_Points>
		<Shield_Refresh_Rate>6</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter_Hero</Armor_Type>
		<Tactical_Health>350</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>12</Damage>
		<AI_Combat_Power>700</AI_Combat_Power>
		<Damage_Type>Damage_Strike</Damage_Type>
		<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Red_X2</Projectile_Types>
		<Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>2.0</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, 25.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 15.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 5.0</Targeting_Fire_Inaccuracy>

		<Fire_Category_Restrictions>Infantry, Vehicle, Air, Structure, Transport</Fire_Category_Restrictions>

		<Fires_Forward>No</Fires_Forward>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>30</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>600.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>

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

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

		<CategoryMask>Fighter | SpaceHero | AntiFighter | AntiBomber | AntiSuper</CategoryMask>
		<Ranking_In_Category>2</Ranking_In_Category>
		<Property_Flags>SmallShip</Property_Flags>
		<Ship_Class>Fighter</Ship_Class>
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>
		<Is_Super_Weapon_Killer>Yes</Is_Super_Weapon_Killer>

		<Political_Control>0</Political_Control>
		<Squadron_Capacity>0</Squadron_Capacity>
		<Number_per_Squadron>6</Number_per_Squadron>
<!--		<Score_Cost_Credits>500</Score_Cost_Credits>--> <!-- Hide from units lost screen -->

	<!-- Behavior - Death Info -->
	<!--<Behavior>TRANSPORT</Behavior>AJA 11/18/2005: These units are not transports, and this tag was breaking the hero respawn logic. -->
		<SpaceBehavior>FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA</SpaceBehavior>

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

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

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_X_Wing_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Luke</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Luke</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Luke</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Luke</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Luke</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Luke</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Luke</SFXEvent_Assist_Attack>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Luke</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Luke</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Enemy_Health_Low_Warning>Unit_Enemy_Health_Low_Luke</SFXEvent_Enemy_Health_Low_Warning>
		<SFXEvent_Enemy_Health_Critical_Warning>Unit_Enemy_Health_Critical_Luke</SFXEvent_Enemy_Health_Critical_Warning>
		<SFXEvent_Unit_Lost>Unit_Defeat_Luke</SFXEvent_Unit_Lost>

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

		<Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
	<!-- Someone commented this out. This is needed on ALL Red Squadron units! -Oksana -->
		<Unit_Ability>
			<Type>LUCKY_SHOT</Type>
			<SFXEvent_Target_Ability>Unit_Lucky_Shot_Luke</SFXEvent_Target_Ability>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>SPOILER_LOCK</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	2.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	2.0f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		2</Mod_Multiplier>
			<Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER,	0.75f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Ability_On_Luke</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Ability_Off_Luke</SFXEvent_GUI_Unit_Ability_Deactivated>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Combat_Bonus_Ability Name="Luke_Combat_Bonus">
			<Activation_Style>Space_Automatic</Activation_Style>
			<Unit_Strength_Category>Fighter, Bomber</Unit_Strength_Category>
			<Applicable_Unit_Categories>Fighter, Bomber</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>0.2</Defense_Bonus_Percentage>
			<Movement_Speed_Bonus_Percentage>0.0</Movement_Speed_Bonus_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Combat_Bonus_Ability>
	</Abilities>
	</UniqueUnit>

	<UniqueUnit Name="Red_Leader_XWing">
		<Variant_Of_Existing_Type>X-Wing</Variant_Of_Existing_Type>

	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_RED_LEADER_XWING</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_X_WING,
			GALYANA_CLASS_BLANK,
			STAT_R_REDSQUADRON_LEADER_SHIELD,
			STAT_R_REDSQUADRON_LEADER_HULL,
			STAT_R_REDSQUADRON_LEADER_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_X_WING,
			GALYANA_CLASS_BLANK,
			STAT_R_REDSQUADRON_LEADER_SHIELD,
			STAT_R_REDSQUADRON_LEADER_HULL,
			STAT_R_REDSQUADRON_LEADER_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>

	<!-- Scale - Collision Info -->
		<Scale_Factor>0.7</Scale_Factor>
		<Select_Box_Scale>60</Select_Box_Scale>
		<Mouse_Collide_Override_Sphere_Radius>30.0</Mouse_Collide_Override_Sphere_Radius>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
		<Shield_Points>150</Shield_Points>
		<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter_Hero</Armor_Type>
		<Tactical_Health>300</Tactical_Health>
		<Out_Of_Combat_Defense_Adjustment>0.0</Out_Of_Combat_Defense_Adjustment>

	<!-- Damage - Targeting Info -->
		<Damage>100</Damage>
		<AI_Combat_Power>700</AI_Combat_Power>

		<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Red_X2</Projectile_Types>

		<Targeting_Max_Attack_Distance>600.0</Targeting_Max_Attack_Distance>

	<!-- Misc Info -->
		<Create_Team>Yes</Create_Team>

	<!-- Behavior - Death Info -->
	<!--<Behavior>TRANSPORT</Behavior>AJA 11/18/2005: These units are not transports, and this tag was breaking the hero respawn logic. -->
		<SpaceBehavior>ABILITY_COUNTDOWN, REVEAL, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA</SpaceBehavior>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_X_Wing_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Red_Leader</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Red_Leader</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Red_Leader</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Red_Leader</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Red_Leader</SFXEvent_Guard>
		<SFXEvent_Assist_Move/>
		<SFXEvent_Assist_Attack/>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Red_Leader</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Red_Leader</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Enemy_Health_Low_Warning>Unit_Enemy_Health_Low_Red_Leader</SFXEvent_Enemy_Health_Low_Warning>
		<SFXEvent_Enemy_Health_Critical_Warning>Unit_Enemy_Health_Critical_Red_Leader</SFXEvent_Enemy_Health_Critical_Warning>
		<SFXEvent_Unit_Lost>Unit_Defeat_Red_Leader</SFXEvent_Unit_Lost>

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

	<Unit_Abilities_Data SubObjectList="Yes">
	<!-- Someone commented this out. This is needed on ALL Red Squadron units! -Oksana -->
		<Unit_Ability>
			<Type>LUCKY_SHOT</Type>
			<Projectile_Types_Override>Proj_Ship_Lucky_Shot_Medium_Laser_Cannon_Red</Projectile_Types_Override>
			<SFXEvent_Target_Ability>Unit_Lucky_Shot_Luke</SFXEvent_Target_Ability>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>SPOILER_LOCK</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	2.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	2.0f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,			2</Mod_Multiplier>
			<Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER,	0.75f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Ability_On_Luke</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Ability_Off_Luke</SFXEvent_GUI_Unit_Ability_Deactivated>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</UniqueUnit>

	<UniqueUnit Name="Wedge_XWing">
		<Variant_Of_Existing_Type>X-Wing</Variant_Of_Existing_Type>

	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_WEDGE_XWING</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_X_WING,
			GALYANA_CLASS_BLANK,
			STAT_R_REDSQUADRON_WEDGE_SHIELD,
			STAT_R_REDSQUADRON_WEDGE_HULL,
			STAT_R_REDSQUADRON_WEDGE_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_X_WING,
			GALYANA_CLASS_BLANK,
			STAT_R_REDSQUADRON_WEDGE_SHIELD,
			STAT_R_REDSQUADRON_WEDGE_HULL,
			STAT_R_REDSQUADRON_WEDGE_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>

	<!-- Scale - Collision Info -->
		<Scale_Factor>0.7</Scale_Factor>
		<Select_Box_Scale>60</Select_Box_Scale>
		<Mouse_Collide_Override_Sphere_Radius>30.0</Mouse_Collide_Override_Sphere_Radius>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
		<Shield_Points>100</Shield_Points>
		<Shield_Refresh_Rate>4</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter_Hero</Armor_Type>
		<Tactical_Health>250</Tactical_Health>
		<Out_Of_Combat_Defense_Adjustment>0.0</Out_Of_Combat_Defense_Adjustment>

	<!-- Damage - Targeting Info -->
		<Damage>40</Damage>
		<AI_Combat_Power>100</AI_Combat_Power>

		<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Red_X2</Projectile_Types>

		<Targeting_Max_Attack_Distance>600.0</Targeting_Max_Attack_Distance>

	<!-- Misc Info -->
		<Create_Team>Yes</Create_Team>
		<Is_Named_Hero>No</Is_Named_Hero>

	<!-- Behavior - Death Info -->
	<!--<Behavior>TRANSPORT</Behavior>AJA 11/18/2005: These units are not transports, and this tag was breaking the hero respawn logic. -->
		<SpaceBehavior>FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA</SpaceBehavior>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_X_Wing_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Wedge</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Wedge</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Wedge</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Wedge</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Wedge</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Wedge</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Wedge</SFXEvent_Assist_Attack>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Wedge</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Wedge</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Enemy_Health_Low_Warning>Unit_Enemy_Health_Low_Wedge</SFXEvent_Enemy_Health_Low_Warning>
		<SFXEvent_Enemy_Health_Critical_Warning>Unit_Enemy_Health_Critical_Wedge</SFXEvent_Enemy_Health_Critical_Warning>

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

	<Unit_Abilities_Data SubObjectList="Yes">
	<!-- Someone commented this out. This is needed on ALL Red Squadron units! -Oksana -->
		<Unit_Ability>
			<Type>LUCKY_SHOT</Type>
			<SFXEvent_Target_Ability>Unit_Lucky_Shot_Luke</SFXEvent_Target_Ability>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>SPOILER_LOCK</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	2.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	2.0f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,			2</Mod_Multiplier>
			<Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER,	0.75f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Ability_On_Wedge</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Ability_Off_Wedge</SFXEvent_GUI_Unit_Ability_Deactivated>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</UniqueUnit>

	<UniqueUnit Name="Biggs_XWing">
		<Variant_Of_Existing_Type>Wedge_XWing</Variant_Of_Existing_Type>
		<Text_ID>TEXT_UNIT_BIGGS_XWING</Text_ID>
		<SFXEvent_Assist_Move/>
		<SFXEvent_Assist_Attack/>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Biggs</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Biggs</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Enemy_Health_Low_Warning>Unit_Enemy_Health_Low_Biggs</SFXEvent_Enemy_Health_Low_Warning>
		<SFXEvent_Enemy_Health_Critical_Warning>Unit_Enemy_Health_Critical_Biggs</SFXEvent_Enemy_Health_Critical_Warning>
		<SFXEvent_Unit_Lost>Unit_Defeat_Biggs</SFXEvent_Unit_Lost>
	</UniqueUnit>

	<UniqueUnit Name="Hobbie_XWing">
		<Variant_Of_Existing_Type>Wedge_XWing</Variant_Of_Existing_Type>
		<Text_ID>TEXT_UNIT_JOHN_XWING</Text_ID>
		<SFXEvent_Assist_Move/>
		<SFXEvent_Assist_Attack/>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Klivian</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Klivian</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Enemy_Health_Low_Warning>Unit_Enemy_Health_Low_Klivian</SFXEvent_Enemy_Health_Low_Warning>
		<SFXEvent_Enemy_Health_Critical_Warning>Unit_Enemy_Health_Critical_Klivian</SFXEvent_Enemy_Health_Critical_Warning>
		<SFXEvent_Unit_Lost>Unit_Defeat_Klivian</SFXEvent_Unit_Lost>
		</UniqueUnit>

	<UniqueUnit Name="Porkins_XWing">
		<Variant_Of_Existing_Type>Wedge_XWing</Variant_Of_Existing_Type>
		<Text_ID>TEXT_UNIT_PORKINS_XWING</Text_ID>
		<SFXEvent_Assist_Move/>
		<SFXEvent_Assist_Attack/>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Porkins</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Porkins</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Enemy_Health_Low_Warning>Unit_Enemy_Health_Low_Porkins</SFXEvent_Enemy_Health_Low_Warning>
		<SFXEvent_Unit_Lost>Unit_Defeat_Porkins</SFXEvent_Unit_Lost>
	</UniqueUnit>

	<Squadron Name="Red_Squadron">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_HERO_RED_SQUADRON</Text_ID>
		<Encyclopedia_Text>
			TEXT_ENCYCLOPEDIA_RED_SQUADRON,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Luke_XWing,
			GALYANA_CLASS_BLANK,
			STAT_R_REDSQUADRON_SHIELD,
			STAT_R_REDSQUADRON_HULL,
			STAT_R_REDSQUADRON_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_ENCYCLOPEDIA_RED_SQUADRON,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Luke_XWing,
			GALYANA_CLASS_BLANK,
			STAT_R_REDSQUADRON_COST,
			STAT_R_REDSQUADRON_TIME,
			STAT_R_REDSQUADRON_SHIELD,
			STAT_R_REDSQUADRON_HULL,
			STAT_R_REDSQUADRON_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>TIE_Fighter TIE_Bomber Death_Star</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Tartan_Patrol_Cruiser Broadside_Class_Cruiser Crusader_Gunship</Encyclopedia_Vulnerable_To>
		<Icon_Name>i_button_luke_skywalker.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>1</Population_Value>

	<!-- Galactic Construction Info -->
		<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>

		<SFXEvent_Build_Started>RHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Red_Leader</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Respawn_Red_Leader</SFXEvent_Hero_Respawned>

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

		<Damage>50</Damage>
		<Autoresolve_Health>1600</Autoresolve_Health>
		<Political_Control>0</Political_Control>
		<Score_Cost_Credits>5000</Score_Cost_Credits>

		<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>

		<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>25.0</Squadron_Formation_Error_Tolerance>

		<Guard_Chase_Range>500.0</Guard_Chase_Range>
		<Idle_Chase_Range>150.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>200.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>

		<Squadron_Units>Red_Leader_XWing, Wedge_XWing, Biggs_XWing, Hobbie_XWing, Luke_XWing, Porkins_XWing</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>-30.0,0.0,0.0</Squadron_Offsets>
		<Max_Squad_Size>6</Max_Squad_Size>

		<Create_Team_Type>Red_Squadron_Container</Create_Team_Type>

	<Unit_Abilities_Data SubObjectList="Yes">
		<!-- Someone commented this out. This is needed on ALL Red Squadron units! -Oksana -->
		<Unit_Ability>
			<Type>LUCKY_SHOT</Type>
		</Unit_Ability>
		<Unit_Ability>
			<Type>SPOILER_LOCK</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	2.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	2.0f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		2</Mod_Multiplier>
			<Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER,	0.75f</Mod_Multiplier>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Lucky_Shot_Attack_Ability Name="Red_Squadron_Lucky_Shot">
			<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/>
			<!--<SFXEvent_Activate>Unit_Flamethrower_Fire</SFXEvent_Activate>-->
		</Lucky_Shot_Attack_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>2000</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>19</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
		<Build_Limit_Lifetime_Per_Player>-1</Build_Limit_Lifetime_Per_Player>
	</Squadron>

	<Container Name="Red_Squadron_Container">
		<Text_ID>TEXT_HERO_RED_SQUADRON</Text_ID>
		<Encyclopedia_Text>
			TEXT_ENCYCLOPEDIA_RED_SQUADRON,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Luke_XWing,
			GALYANA_CLASS_BLANK,
			STAT_R_REDSQUADRON_SHIELD,
			STAT_R_REDSQUADRON_HULL,
			STAT_R_REDSQUADRON_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_ENCYCLOPEDIA_RED_SQUADRON,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Luke_XWing,
			GALYANA_CLASS_BLANK,
			STAT_R_REDSQUADRON_COST,
			STAT_R_REDSQUADRON_TIME,
			STAT_R_REDSQUADRON_SHIELD,
			STAT_R_REDSQUADRON_HULL,
			STAT_R_REDSQUADRON_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>TIE_Fighter TIE_Bomber Death_Star</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Tartan_Patrol_Cruiser Broadside_Class_Cruiser Crusader_Gunship</Encyclopedia_Vulnerable_To>
		<Icon_Name>i_button_luke_skywalker.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

		<Behavior>TEAM, TEAM_LOCOMOTOR, SELECTABLE, TARGETING, UNIT_AI</Behavior>
		<SpaceBehavior>REVEAL, ABILITY_COUNTDOWN</SpaceBehavior>

		<CategoryMask>SpaceHero | Fighter | AntiCapital | AntiSuper</CategoryMask>

		<Damage>50</Damage>
		<Autoresolve_Health>1600</Autoresolve_Health>
		<AI_Combat_Power>3000</AI_Combat_Power>

		<MovementClass>Space</MovementClass>
		<Max_Speed>4.0</Max_Speed>
		<Min_Speed>1.5</Min_Speed>

		<Show_Name>No</Show_Name>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>
<!--		<Is_Named_Hero>Yes</Is_Named_Hero>-->

		<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>

		<Is_Visible_On_Radar>No</Is_Visible_On_Radar>
		<Radar_Icon_Scale_Land>80</Radar_Icon_Scale_Land>
		<Radar_Icon_Scale_Space>200</Radar_Icon_Scale_Space>

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

		<Formation_Priority>1</Formation_Priority>
		<FormationOrder>2</FormationOrder>
		<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>

		<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>1000.0</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>-30.0,0.0,0.0</Squadron_Offsets>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>LUCKY_SHOT</Type>
			<Recharge_Seconds>90.0</Recharge_Seconds>
			<Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER, 400</Mod_Multiplier>
			<Projectile_Types_Override>Proj_Ship_Lucky_Shot_Medium_Laser_Cannon_Red</Projectile_Types_Override>
			<GUI_Activated_Ability_Name>Red_Squadron_Lucky_Shot</GUI_Activated_Ability_Name>
			<SFXEvent_Target_Ability>Unit_Lucky_Shot_Luke</SFXEvent_Target_Ability>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>SPOILER_LOCK</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	2.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	2.0f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,			2</Mod_Multiplier>
			<Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER,	0.75f</Mod_Multiplier>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Lucky_Shot_Attack_Ability Name="Red_Squadron_Lucky_Shot">
			<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/>
			<!--<SFXEvent_Activate>Unit_Flamethrower_Fire</SFXEvent_Activate>-->
		</Lucky_Shot_Attack_Ability>
	</Abilities>
	</Container>
	
	<UniqueUnit Name="Red_Squadron_Spawner">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_HERO_RED_SQUADRON</Text_ID>
		<Encyclopedia_Text>
			TEXT_ENCYCLOPEDIA_RED_SQUADRON,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Luke_XWing,
			GALYANA_CLASS_BLANK,
			STAT_R_REDSQUADRON_SHIELD,
			STAT_R_REDSQUADRON_HULL,
			STAT_R_REDSQUADRON_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_ENCYCLOPEDIA_RED_SQUADRON,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Luke_XWing,
			GALYANA_CLASS_BLANK,
			STAT_R_REDSQUADRON_COST,
			STAT_R_REDSQUADRON_TIME,
			STAT_R_REDSQUADRON_SHIELD,
			STAT_R_REDSQUADRON_HULL,
			STAT_R_REDSQUADRON_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>TIE_Fighter TIE_Bomber Death_Star</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Tartan_Patrol_Cruiser Broadside_Class_Cruiser Crusader_Gunship</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>rv_XWing.ALO</Space_Model_Name>
		<Icon_Name>i_button_luke_skywalker.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>0</Population_Value>

	<!-- Scale - Collision Info -->
		<Mass>0.98</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.7</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_Small_Laser_Cannon_Red_X2</Projectile_Types> <!-- Asserts without combat data - this is disabled in LUA script -->
		<Projectile_Fire_Recharge_Seconds>10</Projectile_Fire_Recharge_Seconds>
		<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>--> <!-- Hide from units lost screen -->

	<!-- 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>

	<!-- Behavior - Death Info -->
		<Behavior>DUMMY_STARSHIP</Behavior> <!--DUMMY_ORBITAL_STRUCTURE-->
		<SpaceBehavior>FIGHTER_LOCOMOTOR, WEAPON, TARGETING</SpaceBehavior>
		<Lua_Script>ObjectScript_Spawn_Hero_Red_Squadron_Space</Lua_Script>

		<CategoryMask>Fighter</CategoryMask>
		<MovementClass>Space</MovementClass>
		<Max_Speed>4.5</Max_Speed>

		<Remove_Upon_Death>True</Remove_Upon_Death>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>RHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Red_Leader</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_Red_Leader</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Red_Leader</SFXEvent_Move>

	<!--Skirmish Values Begin-->
		<Tactical_Build_Cost_Multiplayer>2000</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>19</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="Wedge_XWing_Rogue">
		<Variant_Of_Existing_Type>X-Wing</Variant_Of_Existing_Type>
		<Text_ID>TEXT_UNIT_WEDGE_01_XWING</Text_ID>
		<Encyclopedia_Text>
			TEXT_ENCYCLOPEDIA_ROGUE_SQUADRON,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Wedge_XWing,
			GALYANA_CLASS_BLANK,
			STAT_R_ROGUESQUADRON_SHIELD,
			STAT_R_ROGUESQUADRON_HULL,
			STAT_R_ROGUESQUADRON_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_ENCYCLOPEDIA_ROGUE_SQUADRON,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Wedge_XWing,
			GALYANA_CLASS_BLANK,
			STAT_R_ROGUESQUADRON_SHIELD,
			STAT_R_ROGUESQUADRON_HULL,
			STAT_R_ROGUESQUADRON_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>TIE_Fighter TIE_Bomber Death_Star_II</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Tartan_Patrol_Cruiser Broadside_Class_Cruiser Crusader_Gunship</Encyclopedia_Vulnerable_To>
		<Icon_Name>i_button_wedge_antilles.tga</Icon_Name>

		<Space_Model_Name>RV_rogue_squad.alo</Space_Model_Name>
		<Scale_Factor>0.7</Scale_Factor>
		<Select_Box_Scale>60</Select_Box_Scale>

		<Armor_Type>Armor_Fighter_Hero</Armor_Type>
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
		<Is_Named_Hero>Yes</Is_Named_Hero>
		<Tactical_Health>250</Tactical_Health>
		<Shield_Points>200</Shield_Points>
		<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
		<Damage>40</Damage>
		<Out_Of_Combat_Defense_Adjustment>0.0</Out_Of_Combat_Defense_Adjustment>

		<Damage_Type>Damage_Strike</Damage_Type>
		<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Red_X2</Projectile_Types>
		<Projectile_Fire_Pulse_Count>8</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>

		<!-- Wedge's X-Wing is a Death Star killer! -->
		<Is_Super_Weapon_Killer>Yes</Is_Super_Weapon_Killer>
		<Redirect_Damage_To_Teammates>Yes</Redirect_Damage_To_Teammates>
		<Respawn_Whole_Team_When_Killed>Yes</Respawn_Whole_Team_When_Killed>

		<SpaceBehavior>FIGHTER_LOCOMOTOR, ABILITY_COUNTDOWN, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, NEBULA</SpaceBehavior>

		<SFXEvent_Select>Unit_Select_Wedge_Rogue</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Wedge_Rogue</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Wedge_Rogue</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Wedge_Rogue</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Wedge_Rogue</SFXEvent_Guard>
		<SFXEvent_Assist_Move>Unit_Assist_Move_Wedge_Rogue</SFXEvent_Assist_Move>
		<SFXEvent_Assist_Attack>Unit_Assist_Attack_Wedge_Rogue</SFXEvent_Assist_Attack>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Wedge_Rogue</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Wedge_Rogue</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Enemy_Health_Low_Warning>Unit_Enemy_Health_Low_Wedge_Rogue</SFXEvent_Enemy_Health_Low_Warning>
		<SFXEvent_Enemy_Health_Critical_Warning>Unit_Enemy_Health_Critical_Wedge_Rogue</SFXEvent_Enemy_Health_Critical_Warning>

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

		<Create_Team>Yes</Create_Team>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>SPOILER_LOCK</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	3.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	3.0f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		2.0f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Ability_On_Wedge_Rogue</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Ability_Off_Wedge_Rogue</SFXEvent_GUI_Unit_Ability_Deactivated>
		</Unit_Ability>
		<Unit_Ability>
			<Type>POWER_TO_WEAPONS</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.5f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		2.0f</Mod_Multiplier>
			<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.5f</Mod_Multiplier>
			<Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER,	3.0f</Mod_Multiplier>
			<Recharge_Seconds>40</Recharge_Seconds>
			<Expiration_Seconds>15</Expiration_Seconds>
			<Alternate_Name_Text>TEXT_TOOLTIP_ABILITY_STRIKE_NAME</Alternate_Name_Text>
			<Alternate_Description_Text>TEXT_TOOLTIP_ABILITY_STRIKE_DESCRIPTION</Alternate_Description_Text>
			<Alternate_Icon_Name>i_sa_strike.tga</Alternate_Icon_Name>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Combat_Bonus_Ability Name="Wedge_Combat_Bonus">
			<Activation_Style>Space_Automatic</Activation_Style>
			<Unit_Strength_Category>Fighter</Unit_Strength_Category>
			<Applicable_Unit_Categories>Fighter</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>
	</Abilities>
	</UniqueUnit>

	<!-- Rogue Two: Zev Senesca -->
	<UniqueUnit Name="Rogue_2_XWing">
		<Variant_Of_Existing_Type>X-Wing</Variant_Of_Existing_Type>

	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_ROGUE_02</Text_ID>
		<Encyclopedia_Text>
			TEXT_ENCYCLOPEDIA_ROGUE_SQUADRON,
			GALYANA_CLASS_BLANK,
			STAT_R_ROGUESQUADRON_SHIELD,
			STAT_R_ROGUESQUADRON_HULL,
			STAT_R_ROGUESQUADRON_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_ENCYCLOPEDIA_ROGUE_SQUADRON,
			GALYANA_CLASS_BLANK,
			STAT_R_ROGUESQUADRON_SHIELD,
			STAT_R_ROGUESQUADRON_HULL,
			STAT_R_ROGUESQUADRON_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
		<Space_Model_Name>RV_rogue_squad.alo</Space_Model_Name>
		<Icon_Name>i_button_x_wing.tga</Icon_Name>

	<!-- Scale - Collision Info -->
		<Scale_Factor>0.7</Scale_Factor>
		<Select_Box_Scale>60</Select_Box_Scale>
		<Mouse_Collide_Override_Sphere_Radius>30.0</Mouse_Collide_Override_Sphere_Radius>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
		<Shield_Points>200</Shield_Points>
		<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter_Hero</Armor_Type>
		<Tactical_Health>200</Tactical_Health>
		<Out_Of_Combat_Defense_Adjustment>0.0</Out_Of_Combat_Defense_Adjustment>

	<!-- Damage - Targeting Info -->
		<Damage>40</Damage>
		<AI_Combat_Power>100</AI_Combat_Power>

		<Damage_Type>Damage_Strike</Damage_Type>
		<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Red_X2</Projectile_Types>
		<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>

	<!-- Misc Info -->
		<Create_Team>Yes</Create_Team>
		<Is_Named_Hero>No</Is_Named_Hero>

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

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_X_Wing_Fire</SFXEvent_Fire>
		<SFXEvent_Assist_Move/>
		<SFXEvent_Assist_Attack/>
		<SFXEvent_Health_Low_Warning/>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Zev</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Enemy_Health_Low_Warning>Unit_Enemy_Health_Low_Zev</SFXEvent_Enemy_Health_Low_Warning>
		<SFXEvent_Enemy_Health_Critical_Warning/>
		<SFXEvent_Unit_Lost/>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>SPOILER_LOCK</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	3.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	3.0f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		2.0f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Ability_On_Wedge_Rogue</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Ability_Off_Wedge_Rogue</SFXEvent_GUI_Unit_Ability_Deactivated>
		</Unit_Ability>
		<Unit_Ability>
			<Type>POWER_TO_WEAPONS</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.5f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		2.0f</Mod_Multiplier>
			<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.5f</Mod_Multiplier>
			<Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER,	3.0f</Mod_Multiplier>
			<Recharge_Seconds>40</Recharge_Seconds>
			<Expiration_Seconds>15</Expiration_Seconds>
			<Alternate_Name_Text>TEXT_TOOLTIP_ABILITY_STRIKE_NAME</Alternate_Name_Text>
			<Alternate_Description_Text>TEXT_TOOLTIP_ABILITY_STRIKE_DESCRIPTION</Alternate_Description_Text>
			<Alternate_Icon_Name>i_sa_strike.tga</Alternate_Icon_Name>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</UniqueUnit>

	<!-- Rogue Four: Derek Klivian -->
	<UniqueUnit Name="Rogue_4_XWing">
		<Variant_Of_Existing_Type>Rogue_2_XWing</Variant_Of_Existing_Type>
		<Text_ID>TEXT_UNIT_ROGUE_04</Text_ID>

		<SFXEvent_Assist_Move/>
		<SFXEvent_Assist_Attack/>
		<SFXEvent_Health_Low_Warning/>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Derek_Klivian</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Enemy_Health_Low_Warning>Unit_Enemy_Health_Low_Derek_Klivian</SFXEvent_Enemy_Health_Low_Warning>
		<SFXEvent_Enemy_Health_Critical_Warning>Unit_Enemy_Health_Critical_Derek_Klivian</SFXEvent_Enemy_Health_Critical_Warning>
		<SFXEvent_Unit_Lost/>
	</UniqueUnit>

	<!-- Rogue Seven: Kasan Moor -->
	<UniqueUnit Name="Rogue_7_XWing">
		<Variant_Of_Existing_Type>Rogue_2_XWing</Variant_Of_Existing_Type>
		<Text_ID>TEXT_UNIT_ROGUE_07</Text_ID>

		<SFXEvent_Assist_Move/>
		<SFXEvent_Assist_Attack/>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Kasan</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Kasan</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Enemy_Health_Low_Warning>Unit_Enemy_Health_Low_Kasan</SFXEvent_Enemy_Health_Low_Warning>
		<SFXEvent_Enemy_Health_Critical_Warning/>
		<SFXEvent_Unit_Lost/>
	</UniqueUnit>

	<!-- Rogue Ten: Tarrub Datch -->
	<UniqueUnit Name="Rogue_10_XWing">
		<Variant_Of_Existing_Type>Rogue_2_XWing</Variant_Of_Existing_Type>
		<Text_ID>TEXT_UNIT_ROGUE_10</Text_ID>

		<SFXEvent_Assist_Move/>
		<SFXEvent_Assist_Attack/>
		<SFXEvent_Health_Low_Warning/>
		<SFXEvent_Health_Critical_Warning/>
		<SFXEvent_Enemy_Health_Low_Warning/>
		<SFXEvent_Enemy_Health_Critical_Warning/>
		<SFXEvent_Unit_Lost/>
	</UniqueUnit>

	<!-- Rogue Eleven: Tenk Lenso -->
	<UniqueUnit Name="Rogue_11_XWing">
		<Variant_Of_Existing_Type>Rogue_2_XWing</Variant_Of_Existing_Type>
		<Text_ID>TEXT_UNIT_ROGUE_11</Text_ID>

		<SFXEvent_Assist_Move/>
		<SFXEvent_Assist_Attack/>
		<SFXEvent_Health_Low_Warning/>
		<SFXEvent_Health_Critical_Warning/>
		<SFXEvent_Enemy_Health_Low_Warning/>
		<SFXEvent_Enemy_Health_Critical_Warning/>
		<SFXEvent_Unit_Lost/>
	</UniqueUnit>

	<Squadron Name="Rogue_Squadron_Space">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_HERO_ROGUE_SQUADRON</Text_ID>
		<Encyclopedia_Text>
			TEXT_ENCYCLOPEDIA_ROGUE_SQUADRON,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Wedge_XWing,
			GALYANA_CLASS_BLANK,
			STAT_R_ROGUESQUADRON_SHIELD,
			STAT_R_ROGUESQUADRON_HULL,
			STAT_R_ROGUESQUADRON_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_ENCYCLOPEDIA_ROGUE_SQUADRON,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Wedge_XWing,
			GALYANA_CLASS_BLANK,
			STAT_R_ROGUESQUADRON_SHIELD,
			STAT_R_ROGUESQUADRON_HULL,
			STAT_R_ROGUESQUADRON_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>TIE_Fighter TIE_Bomber Death_Star_II</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Tartan_Patrol_Cruiser Broadside_Class_Cruiser Crusader_Gunship</Encyclopedia_Vulnerable_To>
		<Icon_Name>i_button_wedge_antilles.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>1</Population_Value>

	<!-- Galactic Construction Info -->
		<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>

		<SFXEvent_Build_Started>RHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Respawn_Wedge</SFXEvent_Build_Complete>
		<SFXEvent_Hero_Respawned>Unit_Respawn_Wedge</SFXEvent_Hero_Respawned>

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

		<Damage>50</Damage>
		<Autoresolve_Health>1600</Autoresolve_Health>
		<Political_Control>0</Political_Control>
		<Score_Cost_Credits>5000</Score_Cost_Credits>

		<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>

		<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>25.0</Squadron_Formation_Error_Tolerance>

		<Guard_Chase_Range>500.0</Guard_Chase_Range>
		<Idle_Chase_Range>150.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>200.0</Attack_Move_Response_Range>
		<Autonomous_Move_Extension_Vs_Attacker>300.0</Autonomous_Move_Extension_Vs_Attacker>

		<Squadron_Units>Wedge_XWing_Rogue, Rogue_2_XWing, Rogue_4_XWing, Rogue_7_XWing, Rogue_10_XWing, Rogue_11_XWing</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>-30.0,0.0,0.0</Squadron_Offsets>
		<Max_Squad_Size>6</Max_Squad_Size>

		<Create_Team_Type>Rogue_Squadron_Space_Container</Create_Team_Type>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>SPOILER_LOCK</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	3.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	3.0f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		2.0f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Ability_On_Wedge</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Ability_Off_Wedge</SFXEvent_GUI_Unit_Ability_Deactivated>
		</Unit_Ability>
		<Unit_Ability>
			<Type>POWER_TO_WEAPONS</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.5f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		2.0f</Mod_Multiplier>
			<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.5f</Mod_Multiplier>
			<Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER,	3.0f</Mod_Multiplier>
			<Recharge_Seconds>40</Recharge_Seconds>
			<Expiration_Seconds>15</Expiration_Seconds>
			<Alternate_Name_Text>TEXT_TOOLTIP_ABILITY_STRIKE_NAME</Alternate_Name_Text>
			<Alternate_Description_Text>TEXT_TOOLTIP_ABILITY_STRIKE_DESCRIPTION</Alternate_Description_Text>
			<Alternate_Icon_Name>i_sa_strike.tga</Alternate_Icon_Name>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>1500</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>19</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_For_All_Allies>1</Build_Limit_Current_For_All_Allies>
		<Build_Limit_Lifetime_Per_Player>-1</Build_Limit_Lifetime_Per_Player>
	</Squadron>

	<Container Name="Rogue_Squadron_Space_Container">
		<Text_ID>TEXT_HERO_ROGUE_SQUADRON</Text_ID>
		<Encyclopedia_Text>
			TEXT_ENCYCLOPEDIA_ROGUE_SQUADRON,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Wedge_XWing,
			GALYANA_CLASS_BLANK,
			STAT_R_ROGUESQUADRON_SHIELD,
			STAT_R_ROGUESQUADRON_HULL,
			STAT_R_ROGUESQUADRON_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_ENCYCLOPEDIA_ROGUE_SQUADRON,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Wedge_XWing,
			GALYANA_CLASS_BLANK,
			STAT_R_ROGUESQUADRON_SHIELD,
			STAT_R_ROGUESQUADRON_HULL,
			STAT_R_ROGUESQUADRON_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>TIE_Fighter TIE_Bomber Death_Star_II</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Tartan_Patrol_Cruiser Broadside_Class_Cruiser Crusader_Gunship</Encyclopedia_Vulnerable_To>
		<Icon_Name>i_button_wedge_antilles.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>

		<Behavior>TEAM, TEAM_LOCOMOTOR, SELECTABLE, TARGETING, UNIT_AI</Behavior>
		<SpaceBehavior>REVEAL, ABILITY_COUNTDOWN</SpaceBehavior>

		<CategoryMask>SpaceHero | Fighter | AntiCapital | AntiSuper</CategoryMask>

		<Damage>50</Damage>
		<Autoresolve_Health>1600</Autoresolve_Health>
		<AI_Combat_Power>3000</AI_Combat_Power>

		<MovementClass>Space</MovementClass>
		<Max_Speed>4.0</Max_Speed>
		<Min_Speed>1.5</Min_Speed>

		<Show_Name>No</Show_Name>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>
<!--		<Is_Named_Hero>Yes</Is_Named_Hero>-->

		<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>

		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Radar_Icon_Scale_Land>80</Radar_Icon_Scale_Land>
		<Radar_Icon_Scale_Space>200</Radar_Icon_Scale_Space>

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

		<Formation_Priority>1</Formation_Priority>
		<FormationOrder>2</FormationOrder>
		<Squadron_Formation_Error_Tolerance>25.0</Squadron_Formation_Error_Tolerance>

		<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>
		<Targeting_Max_Attack_Distance>1000.0</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>-30.0,0.0,0.0</Squadron_Offsets>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>SPOILER_LOCK</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	3.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	3.0f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		2.0f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Ability_On_Wedge</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated>Unit_Ability_Off_Wedge</SFXEvent_GUI_Unit_Ability_Deactivated>
		</Unit_Ability>
		<Unit_Ability>
			<Type>POWER_TO_WEAPONS</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.5f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		2.0f</Mod_Multiplier>
			<Mod_Multiplier>TAKE_DAMAGE_MULTIPLIER, 0.5f</Mod_Multiplier>
			<Mod_Multiplier>CAUSE_DAMAGE_MULTIPLIER,	3.0f</Mod_Multiplier>
			<Recharge_Seconds>40</Recharge_Seconds>
			<Expiration_Seconds>15</Expiration_Seconds>
			<Alternate_Name_Text>TEXT_TOOLTIP_ABILITY_STRIKE_NAME</Alternate_Name_Text>
			<Alternate_Description_Text>TEXT_TOOLTIP_ABILITY_STRIKE_DESCRIPTION</Alternate_Description_Text>
			<Alternate_Icon_Name>i_sa_strike.tga</Alternate_Icon_Name>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</Container>

	<!-- Used in Empire Campaign Act III Mission 8 -->
	<UniqueUnit Name="Moff_Falast_Star_Destroyer">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_FALAST_SD</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_FALAST_SD,
			GALYANA_CLASS_BLANK,
			STAT_R_MOFFKALAST_SHIELD,
			STAT_R_MOFFKALAST_HULL,
			STAT_R_MOFFKALAST_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_FALAST_SD,
			GALYANA_CLASS_BLANK,
			STAT_R_MOFFKALAST_COST,
			STAT_R_MOFFKALAST_TIME,
			STAT_R_MOFFKALAST_SHIELD,
			STAT_R_MOFFKALAST_HULL,
			STAT_R_MOFFKALAST_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_CAPITAL</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Victory_Destroyer Acclamator_Assault_Ship Interceptor4_Frigate</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>TIE_Bomber Skipray_Blastboat Aqulamator_Bomber</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>RV_StarDestroyer.ALO</Space_Model_Name>
		<Icon_Name>I_BUTTON_MOFF_FALAST.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>8</Population_Value>

	<!-- GUI Info -->
		<GUI_Row>1</GUI_Row>
		<GUI_Model_Name>EV_StarDestroyer_hulk.ALO</GUI_Model_Name>
		<GUI_Distance>2300</GUI_Distance>
		<GUI_Offset>0 0 0</GUI_Offset>
		<GUI_Velocity>45</GUI_Velocity>
		<GUI_Bounds_Scale>0.5</GUI_Bounds_Scale>
		<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>1.0</Scale_Factor>
		<Select_Box_Scale>825</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>2.0</Max_Speed>
		<Max_Rate_Of_Turn>0.5</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.15</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>10</Bank_Turn_Angle>
		<Max_Thrust>0.15</Max_Thrust>
		<OverrideAcceleration>.03</OverrideAcceleration>
		<OverrideDeceleration>.03</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>80</Shield_Refresh_Rate>
		<Armor_Type>Armor_Capital</Armor_Type>
		<Tactical_Health>8000</Tactical_Health>
		<Autoresolve_Health>8000</Autoresolve_Health>
		<Energy_Capacity>12000</Energy_Capacity>
		<Energy_Refresh_Rate>600</Energy_Refresh_Rate>

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

	<!-- Damage - Targeting Info -->
		<Damage>90</Damage>
		<AI_Combat_Power>6000</AI_Combat_Power>

		<Starting_Spawned_Units_Tech_0>Moff_Falast_TIE_Fighter_Squadron, 5</Starting_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>Moff_Falast_TIE_Bomber_Squadron, 2</Starting_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
		<Reserve_Spawned_Units_Tech_0>Moff_Falast_TIE_Fighter_Squadron, 15</Reserve_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>Moff_Falast_TIE_Bomber_Squadron, 6</Reserve_Spawned_Units_Tech_0>

		<HardPoints>
			HP_RStar_Destroyer_Tractor_Beam,
			HP_RStar_Destroyer_Fighter_Bay,
			HP_RStar_Destroyer_Engines,
			HP_RStar_Destroyer_Shield_Generator,
			HP_RStar_Destroyer_Weapon_MR,
			HP_RStar_Destroyer_Weapon_ML,
			HP_RStar_Destroyer_Weapon_BR,
			HP_RStar_Destroyer_Weapon_BL,
			HP_RStar_Destroyer_Weapon_FR,
			HP_RStar_Destroyer_Weapon_FL
		</HardPoints>

		<Space_FOW_Reveal_Range>1600.0</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>2000.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Capital</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_Scale_Land>1.0</Radar_Icon_Scale_Land>
		<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
		<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>
		<Surface_Bombardment_Capable>Yes</Surface_Bombardment_Capable>
		<Prevents_Story_Campaign_Autoresolve>Yes</Prevents_Story_Campaign_Autoresolve>

		<CategoryMask>Capital | SpaceHero | AntiFrigate</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>
		<Ship_Class>Capital</Ship_Class>
		<Space_Layer>Capital</Space_Layer>
		<Layer_Z_Adjust>-330.0</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>50000</Score_Cost_Credits>

		<Political_Control>0</Political_Control>
		<Squadron_Capacity>28</Squadron_Capacity>

		<Neutralization_Cost>10000.0</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_PowerToShields</Lua_Script>

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

	<!-- SFX Events -->
		<SFXEvent_Build_Started>RHD_Request_Assistance</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Request_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Star_Destroyer</SFXEvent_Build_Complete>

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

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_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_WEAPON_TORPEDO, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_TRACTOR_BEAM, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>DEFEND</Type>
			<Recharge_Seconds>60</Recharge_Seconds>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,			2.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,			1.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.10f</Mod_Multiplier>
			<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER,	0.10f</Mod_Multiplier>
			<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER,			3.0f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,					0.8f</Mod_Multiplier>
			<Expiration_Seconds>20</Expiration_Seconds>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Star_Destroyer</SFXEvent_GUI_Unit_Ability_Activated>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>TRACTOR_BEAM</Type>
			<Mod_Multiplier>SPEED_MULTIPLIER, 0.8f</Mod_Multiplier>
			<GUI_Activated_Ability_Name>Falast_Tractor_Beam_Attack_Ability</GUI_Activated_Ability_Name>
			<Recharge_Seconds>25</Recharge_Seconds>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Tractor_Beam_Star_Destroyer</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_Special_Ability_Loop>Unit_Star_Destroyer_Tractor_Beam</SFXEvent_Special_Ability_Loop>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Tractor_Beam_Attack_Ability Name="Falast_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>5200</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>40</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="RStar_Destroyer_Death_Clone">
		<Text_ID>UEAW_CLASS_ISD1</Text_ID>
		<Space_Model_Name>RV_STARDESTROYER_D.ALO</Space_Model_Name>
		<xxxSpace_Model_Name>RV_STARDESTROYER_DEAD.ALO</xxxSpace_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
		<Scale_Factor>1.2</Scale_Factor>
		<Layer_Z_Adjust>-330.0</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>Rebel</Affiliation>
		<Ship_Class>capital_ship</Ship_Class>
		<Glory_Cinematics>CAM_SDestroyer_Glory01.tec</Glory_Cinematics>
		<Remove_Upon_Death>true</Remove_Upon_Death>
	</UniqueUnit>

	<SpaceUnit Name="Moff_Falast_TIE_Fighter">
		<Variant_of_Existing_Type>TIE_Fighter</Variant_of_Existing_Type>
		<Affiliation>Rebel</Affiliation>
	</SpaceUnit>

	<SpaceUnit Name="Moff_Falast_TIE_Bomber">
		<Variant_of_Existing_Type>TIE_Bomber</Variant_of_Existing_Type>
		<Affiliation>Rebel</Affiliation>
	</SpaceUnit>

	<Squadron Name="Moff_Falast_TIE_Fighter_Squadron">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_TIE_FIGHTER_2_SQUADRON</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_FIGHTER,
			GALYANA_CLASS_BLANK,
			STAT_E_TIEFIGHTER_SHIELD,
			STAT_E_TIEFIGHTER_HULL,
			STAT_E_TIEFIGHTER_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_FIGHTER,
			GALYANA_CLASS_BLANK,
			STAT_E_TIEFIGHTER_SHIELD,
			STAT_E_TIEFIGHTER_HULL,
			STAT_E_TIEFIGHTER_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Y-Wing Z-95_Headhunter_Rebel Skipray_Blastboat</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Corellian_Corvette Crusader_Gunship ShadowClaw_Corvette</Encyclopedia_Vulnerable_To>
		<Icon_Name>i_button_tie_fighter.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>1</Population_Value>

	<!-- GUI Info -->
		<GUI_Row>1</GUI_Row>
		<GUI_Model_Name>EV_TieFighter.ALO</GUI_Model_Name>
		<GUI_Distance>120</GUI_Distance>
		<GUI_Offset>0 0 0</GUI_Offset>
		<GUI_Velocity>45</GUI_Velocity>

	<!-- Galactic Construction Info -->
		<Build_Tab_Space_Units>No</Build_Tab_Space_Units>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Build_Cost_Credits>300</Build_Cost_Credits>
		<Build_Time_Seconds>15</Build_Time_Seconds>
		<Tech_Level>99</Tech_Level>

		<Required_Timeline/>
		<Required_Star_Base_Level>1</Required_Star_Base_Level>
		<Required_Special_Structures/>

		<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Tie_Fighter</SFXEvent_Build_Complete>

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

		<Damage>15</Damage>
		<Autoresolve_Health>300</Autoresolve_Health>
		<Political_Control>0</Political_Control>
		<Piracy_Value_Credits>50</Piracy_Value_Credits>
		<Score_Cost_Credits>250</Score_Cost_Credits>

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

	<!-- Formation Info -->
		<Formation_Priority>1</Formation_Priority>
		<FormationOrder>1</FormationOrder>
		<Squadron_Formation_Error_Tolerance>35.0</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>Moff_Falast_TIE_Fighter, Moff_Falast_TIE_Fighter, Moff_Falast_TIE_Fighter, Moff_Falast_TIE_Fighter, Moff_Falast_TIE_Fighter, Moff_Falast_TIE_Fighter, Moff_Falast_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>
		<Max_Squad_Size>7</Max_Squad_Size>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>HUNT</Type>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</Squadron>

	<Squadron Name="Moff_Falast_TIE_Bomber_Squadron">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_TIE_BOMBER_SQUADRON</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_BOMBER,
			GALYANA_CLASS_BLANK,
			STAT_E_TIEBOMBER_SHIELD,
			STAT_E_TIEBOMBER_HULL,
			STAT_E_TIEBOMBER_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_BOMBER,
			GALYANA_CLASS_BLANK,
			STAT_E_TIEBOMBER_SHIELD,
			STAT_E_TIEBOMBER_HULL,
			STAT_E_TIEBOMBER_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOMBER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Calamari_Cruiser Alliance_Assault_Frigate Nebulon_B_Frigate</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Corellian_Corvette X-wing A-Wing</Encyclopedia_Vulnerable_To>
		<Icon_Name>i_button_tie_bomber.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>1</Population_Value>

	<!-- GUI Info -->
		<GUI_Row>0</GUI_Row>
		<GUI_Model_Name>EV_TieBomber.ALO</GUI_Model_Name>
		<GUI_Distance>120</GUI_Distance>
		<GUI_Offset>0 0 0</GUI_Offset>
		<GUI_Velocity>45</GUI_Velocity>

	<!-- Galactic Construction Info -->
		<Build_Tab_Space_Units>No</Build_Tab_Space_Units>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Build_Cost_Credits>150</Build_Cost_Credits>
		<Build_Time_Seconds>20</Build_Time_Seconds>
		<Tech_Level>99</Tech_Level>

		<Required_Timeline/>
		<Required_Star_Base_Level>2</Required_Star_Base_Level>
		<Required_Special_Structures/>

		<SFXEvent_Build_Started>RHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>RHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Tie_Bomber</SFXEvent_Build_Complete>

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

		<Damage>20</Damage>
		<Autoresolve_Health>150</Autoresolve_Health>
		<Political_Control>0</Political_Control>
		<Piracy_Value_Credits>50</Piracy_Value_Credits>
		<Score_Cost_Credits>300</Score_Cost_Credits>

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

	<!-- Formation Info -->
		<Formation_Priority>2</Formation_Priority>
		<FormationOrder>2</FormationOrder>
		<Squadron_Formation_Error_Tolerance>25.0</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>300.0</Autonomous_Move_Extension_Vs_Attacker>

		<Squadron_Units>Moff_Falast_TIE_Bomber, Moff_Falast_TIE_Bomber, Moff_Falast_TIE_Bomber, Moff_Falast_TIE_Bomber</Squadron_Units>
		<Squadron_Offsets>60.0,0.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>0.0,60.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>0.0,0.0,0.0</Squadron_Offsets>
		<Squadron_Offsets>0.0,-60.0,0.0</Squadron_Offsets>
		<Max_Squad_Size>4</Max_Squad_Size>
	</Squadron>

	<!-- Home One is used by Admiral Ackbar (Rebel Major Hero) during space battles - released during story arc -->
	<UniqueUnit Name="Home_One">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_HOME_ONE</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_HOME_ONE_01,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Ackbar,
			GALYANA_CLASS_BLANK,
			STAT_R_ACKBAR_SHIELD,
			STAT_R_ACKBAR_HULL,
			STAT_R_ACKBAR_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_HOME_ONE_01,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Ackbar,
			GALYANA_CLASS_BLANK,
			STAT_R_ACKBAR_COST,
			STAT_R_ACKBAR_TIME,
			STAT_R_ACKBAR_SHIELD,
			STAT_R_ACKBAR_HULL,
			STAT_R_ACKBAR_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_CAPITAL</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Acclamator_Assault_Ship Tartan_Patrol_Cruiser Interceptor4_Frigate</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>TIE_Bomber Skipray_Blastboat SternenKreuzer</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>RV_HOMEONE.ALO</Space_Model_Name>
		<Icon_Name>i_button_admiral_akbar.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>8</Population_Value>
		<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>

	<!-- GUI Info -->
		<GUI_Bracket_Width>500</GUI_Bracket_Width>
		<GUI_Bracket_Height>500</GUI_Bracket_Height>
		<GUI_Bracket_Size>2</GUI_Bracket_Size>
		<GUI_Bounds_Scale>0.4</GUI_Bounds_Scale>

	<!-- Scale - Collision Info -->
		<Mass>0.995</Mass>
		<Size_Value>360</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<Select_Box_Scale>860</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>1.5</Max_Speed>
		<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>15</Bank_Turn_Angle>
		<Max_Thrust>0.2</Max_Thrust>
		<OverrideAcceleration>.1</OverrideAcceleration>
		<OverrideDeceleration>.1</OverrideDeceleration>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Capital</Shield_Armor_Type>
		<Shield_Points>4000</Shield_Points>
		<Shield_Refresh_Rate>80</Shield_Refresh_Rate>
		<Armor_Type>Armor_Capital_Heavy</Armor_Type>
		<Tactical_Health>10000</Tactical_Health>
		<Autoresolve_Health>10000</Autoresolve_Health>
		<Energy_Capacity>12000</Energy_Capacity>
		<Energy_Refresh_Rate>600</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>7000</AI_Combat_Power>

		<Starting_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 2</Starting_Spawned_Units_Tech_0>
		<Starting_Spawned_Units_Tech_0>B-Wing_Squadron, 1</Starting_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>5</Spawned_Squadron_Delay_Seconds>
		<Reserve_Spawned_Units_Tech_0>Rebel_X-Wing_Squadron, 6</Reserve_Spawned_Units_Tech_0>
		<Reserve_Spawned_Units_Tech_0>B-Wing_Squadron, 3</Reserve_Spawned_Units_Tech_0>

		<HardPoints>
			HP_HomeOne_Shield_Generator,
			HP_HomeOne_Fighter_Bay,
			HP_HomeOne_Engines,
			HP_HomeOne_TBL_BL,
			HP_HomeOne_TBL_BR,
			HP_HomeOne_TBL_FL,
			HP_HomeOne_TBL_FR,
			HP_HomeOne_IC_BL,
			HP_HomeOne_IC_BR
			HP_HomeOne_IC_FL,
			HP_HomeOne_IC_FR
		</HardPoints>

		<Space_FOW_Reveal_Range>1600.0</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>2000.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Capital</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>1.0</Targeting_Stickiness_Time_Threshold>

		<FormationPriority>5</FormationPriority>

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Visible_On_Radar_When_Fogged>True</Visible_On_Radar_When_Fogged>
		<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
		<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
		<Radar_Icon_Name>i_radar_capital_ship.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>
		<Surface_Bombardment_Capable>Yes</Surface_Bombardment_Capable>

		<CategoryMask>Capital | SpaceHero | AntiFrigate</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>
		<Ship_Class>Capital</Ship_Class>
		<Space_Layer>Capital</Space_Layer>
		<Layer_Z_Adjust>-290.0</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>55000</Score_Cost_Credits>

		<Squadron_Capacity>12</Squadron_Capacity>
		<Transport_Capacity>30</Transport_Capacity>
		<Number_per_Squadron>1</Number_per_Squadron>

		<Neutralization_Cost>3000.0</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_PowerToShields</Lua_Script>

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

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

		<SFXEvent_Select>Unit_Select_Ackbar</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Ackbar</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Ackbar</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Ackbar</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Ackbar</SFXEvent_Guard>
		<SFXEvent_Bombard_Select_Target>RHD_Bombard_Select_Target</SFXEvent_Bombard_Select_Target>
		<SFXEvent_Bombard_Incoming>RHD_Bombard_Incoming</SFXEvent_Bombard_Incoming>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Lasers_Ackbar</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_Lost_Missiles_Ackbar</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, Unit_Lost_Torpedos_Ackbar</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_Lost_Ions_Ackbar</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Ackbar</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Ackbar</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_FIGHTER_BAY, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Engine_Idle_Loop>Unit_Calamari_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Calamari_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Calamari_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>SFX_Death_Bombard</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>CONCENTRATE_FIRE</Type>
			<Effective_Radius>4000</Effective_Radius>
			<Recharge_Seconds>40</Recharge_Seconds>
			<Expiration_Seconds>15</Expiration_Seconds>
			<Particle_Effect>Home_One_Target_Particles</Particle_Effect>
			<GUI_Activated_Ability_Name>Akbar_Home_One_Ability</GUI_Activated_Ability_Name>
			<SFXEvent_Target_Ability>Unit_Barrage_Ackbar</SFXEvent_Target_Ability>
			<Alternate_Description_Text>Galyana_Ability_Text_ConcentrateFire_Ackbar</Alternate_Description_Text>
		</Unit_Ability>
		<Unit_Ability>
			<Type>DEFEND</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,			3.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,			1.2f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.10f</Mod_Multiplier>
			<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER,	0.10f</Mod_Multiplier>
			<Mod_Multiplier>ENERGY_REGEN_MULTIPLIER,			5.0f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,					0.8f</Mod_Multiplier>
			<Recharge_Seconds>40</Recharge_Seconds>
			<Expiration_Seconds>15</Expiration_Seconds>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Defend_Ackbar</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated/>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<!-- Hero abilities moved to ship; Ackbar "movable" unit removed -->
	<Abilities SubObjectList="Yes">
		<Concentrate_Fire_Attack_Ability Name="Akbar_Home_One_Ability">
			<Activation_Style>User_Input</Activation_Style>
			<Applicable_Unit_Categories>Fighter | Bomber | Transport | Corvette | Frigate | Capital</Applicable_Unit_Categories><!--SoaFE: Cannot use Structure, causes crash bug vs. non-starbase (or combat maybe?) structures-->
			<Applicable_Unit_Types/>
			<!-- Modifiers. If 0 - no modifier is applied, 1 - "100% increase or decrease" -->
			<Target_Damage_Increase_Percent>0.5</Target_Damage_Increase_Percent>
			<Target_Speed_Decrease_Percent>0.0</Target_Speed_Decrease_Percent>
			<Stacking_Category>0</Stacking_Category>
		</Concentrate_Fire_Attack_Ability>
		<Combat_Bonus_Ability Name="Akbar_Combat_Bonus">
			<Activation_Style>Space_Automatic</Activation_Style>
			<Unit_Strength_Category>Fighter | Bomber | Transport | Corvette | Frigate | Capital</Unit_Strength_Category>
			<Applicable_Unit_Categories>Fighter | Bomber | Transport | Corvette | Frigate | Capital</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<Excluded_Unit_Types/>
			<Excluded_Unit_Types>
				MC99_Star_Dreadnaught, Viscount_Calamari_Cruiser,
				Rebel_Star_Base_1, Rebel_Star_Base_2, Rebel_Star_Base_3, Rebel_Star_Base_4, Rebel_Star_Base_5, Rebel_Defense_Station_GC,
				Skirmish_Rebel_Star_Base_1, Skirmish_Rebel_Star_Base_2, Skirmish_Rebel_Star_Base_3, Skirmish_Rebel_Star_Base_4, Skirmish_Rebel_Star_Base_5, Rebel_Defense_Station,
				Upgrade_Drydock_1R, Upgrade_Drydock_2R, Upgrade_Drydock_3R, Upgrade_Drydock_4R, Advanced_Drydock_R,
				Tournament_Rebel_Star_Base_1, Tournament_Rebel_Star_Base_2, Tournament_Rebel_Star_Base_3, Tournament_Rebel_Star_Base_4, Tournament_Rebel_Star_Base_5,
				Tournament_Upgrade_Drydock_1R, Tournament_Upgrade_Drydock_2R, Tournament_Upgrade_Drydock_3R, Tournament_Upgrade_Drydock_4R, Tournament_Advanced_Drydock_R,
				Skirmish_Hutt_Asteroid_Base, Rebel_Defense_Station, Rebel_Defense_Station_GC, Dummy_Barrage_Target
			</Excluded_Unit_Types>
			<Health_Bonus_Percentage>0.15</Health_Bonus_Percentage>
			<Damage_Bonus_Percentage>0.15</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="Akbar_Reduce_Production_Price">
			<Unit_Strength_Category/>
			<Applicable_Unit_Categories>Capital</Applicable_Unit_Categories>
			<Applicable_Unit_Types/>
			<!-- Price reduced by 25% -->
			<Price_Reduction_Percentage>0.15</Price_Reduction_Percentage>
			<Stacking_Category>0</Stacking_Category>
		</Reduce_Production_Price_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>5900</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>40</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="Home_One_Death_Clone">
		<Text_ID>TEXT_UNIT_HOME_ONE</Text_ID>
		<Space_Model_Name>RV_HOMEONE_D.ALO</Space_Model_Name>
		<Death_SFXEvent_Start_Die>SFX_Death_Bombard</Death_SFXEvent_Start_Die>
		<Scale_Factor>1.5</Scale_Factor>
		<Layer_Z_Adjust>-290.0</Layer_Z_Adjust>
		<Max_Speed>0.25</Max_Speed>
		<Max_Rate_Of_Turn>0.3</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>Rebel</Affiliation>
		<Ship_Class>capital_ship</Ship_Class>
		<Glory_Cinematics>CAM_HomeOne_Die.tec</Glory_Cinematics>
		<Remove_Upon_Death>true</Remove_Upon_Death>
	</UniqueUnit>

	<!-- This ship belongs to Captain Antilles Rebel Hero -->
	<UniqueUnit Name="Sundered_Heart">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_SUNDERED_HEART</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_ANTILLES,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Antilles,
			GALYANA_CLASS_BLANK,
			STAT_R_ANTILLES_SHIELD,
			STAT_R_ANTILLES_HULL,
			STAT_R_ANTILLES_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_ANTILLES,
			GALYANA_CLASS_BLANK,
			Galyana_HeroBonus_Antilles,
			GALYANA_CLASS_BLANK,
			STAT_R_ANTILLES_COST,
			STAT_R_ANTILLES_TIME,
			STAT_R_ANTILLES_SHIELD,
			STAT_R_ANTILLES_HULL,
			STAT_R_ANTILLES_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>GALYANA_CLASS_HERO_CORVETTE</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>TIE_Bomber TIE_Fighter Starviper_Fighter</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Vengeance_Frigate Victory_Destroyer Acclamator_Assault_Ship</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>RV_AntilliesVette.ALO</Space_Model_Name>
		<Icon_Name>i_button_captain_antillies.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>3</Population_Value>

	<!-- GUI Info -->
		<GUI_Row>1</GUI_Row>
		<GUI_Distance>600</GUI_Distance>
		<GUI_Offset>0 0 0</GUI_Offset>
		<GUI_Velocity>45</GUI_Velocity>

	<!-- Scale - Collision Info -->
		<Mass>0.995</Mass>
		<Size_Value>120</Size_Value>
		<Scale_Factor>0.5</Scale_Factor>
		<Select_Box_Scale>250</Select_Box_Scale>
		<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>4.5</Max_Speed>
		<Min_Speed>2.0</Min_Speed>
		<Max_Rate_Of_Turn>2.4</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.8</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>15</Bank_Turn_Angle>
		<Max_Thrust>0.5</Max_Thrust>
		<OverrideAcceleration>.12</OverrideAcceleration>
		<OverrideDeceleration>.12</OverrideDeceleration>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
		<Shield_Points>1400</Shield_Points>
		<Shield_Refresh_Rate>30</Shield_Refresh_Rate>
		<Armor_Type>Armor_Corvette_Heavy</Armor_Type>
		<Tactical_Health>1500</Tactical_Health>
		<Autoresolve_Health>1800</Autoresolve_Health>
		<Energy_Capacity>2000</Energy_Capacity>
		<Energy_Refresh_Rate>300</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>20</Damage>
		<AI_Combat_Power>1800</AI_Combat_Power>

		<HardPoints>
			HP_Antilles_Corvette_01,
			HP_Antilles_Corvette_02,
			HP_Antilles_Corvette_03,
			HP_Antilles_Corvette_04,
			HP_Antilles_Corvette_05,
			HP_Antilles_Corvette_06,
			HP_Antilles_Corvette_07,
			HP_Antilles_Corvette_08
		</HardPoints>

		<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>900.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Corvette</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>400.0</Idle_Chase_Range>
		<Attack_Move_Response_Range>400.0</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>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>

		<CategoryMask>Corvette | SpaceHero | AntiFighter | AntiBomber</CategoryMask>
		<Ranking_In_Category>3</Ranking_In_Category>
		<Ship_Class>Corvette</Ship_Class>
		<Space_Layer>Corvette</Space_Layer>
		<Layer_Z_Adjust>-20.0</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>1800</Score_Cost_Credits>
		<Maintenance_Cost>0.1</Maintenance_Cost>

		<Political_Control>0</Political_Control>
		<Squadron_Capacity>0</Squadron_Capacity>
		<Transport_Capacity>4</Transport_Capacity>
		<Number_per_Squadron>1</Number_per_Squadron>

		<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, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA</SpaceBehavior>
		<Lua_Script>Sundered_Heart</Lua_Script>

		<Death_Clone>Damage_Normal, Sundered_Heart_Death_Clone</Death_Clone>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Asteroid_Damage_Hit_Particles>Small_Damage_Space</Asteroid_Damage_Hit_Particles>

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

		<SFXEvent_Fire>Unit_Corvette_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Antilles</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Antilles</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Antilles</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Antilles</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Antilles</SFXEvent_Guard>
		
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Engine_Idle_Loop>Unit_Corvette_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Corvette_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Corvette_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<SFXEvent_Ambient_Loop>Unit_Corvette_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>WEAKEN_ENEMY</Type>
			<Recharge_Seconds>60</Recharge_Seconds>
			<!-- This is the radius within which we can "drop" the projectile (targeting radius) -->
			<!-- The actual radius of ability is in projectile XML -->
			<Effective_Radius>1200.0</Effective_Radius>
			<Spawned_Object_Type>Antilles_Weaken_Enemy_Effect</Spawned_Object_Type>
			<SFXEvent_Target_Ability>Unit_Energy_Flux_Antilles</SFXEvent_Target_Ability>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Energy_Flux_Antilles</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated/>
			<!-- Area effect decal size depends on "Antills_Weaken_Enemy_Effect" -->
			<Area_Effect_Decal_Distance>400</Area_Effect_Decal_Distance>
		</Unit_Ability>
		<Unit_Ability>
			<Type>TURBO</Type>
			<Expiration_Seconds>20</Expiration_Seconds>
			<Recharge_Seconds>60</Recharge_Seconds>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	3.0f</Mod_Multiplier>
<!--			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	0.75f</Mod_Multiplier>-->
			<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.4f</Mod_Multiplier>
			<Mod_Multiplier>ENERGY_REGEN_INTERVAL_MULTIPLIER,	0.4f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,		2.0f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Speed_Corvette</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated/>
		</Unit_Ability>
	</Unit_Abilities_Data>
	<Abilities SubObjectList="Yes">
		<Combat_Bonus_Ability Name="Antilles_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/>
			<Excluded_Unit_Types>Dummy_Barrage_Target</Excluded_Unit_Types>
			<Health_Bonus_Percentage>0.20</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>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>2200</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>25</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="Sundered_Heart_Death_Clone">
		<Text_ID>TEXT_UNIT_SUNDERED_HEART</Text_ID>
		<Space_Model_Name>RV_AntilliesVette_D.alo</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
		<Scale_Factor>0.5</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="Sundered_Heart_Cinematic_Clone">
		<Variant_Of_Existing_Type>Sundered_Heart</Variant_Of_Existing_Type>
	</UniqueUnit>
</Data>















