<?xml version="1.0" encoding="UTF-8"?>
<Data>
	<SpaceUnit Name="Rebel_Mining_Ship">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Text_Mining_Ship</Text_ID>
		<Encyclopedia_Text>
			Galyana_Tooltip_Mining_Ship,
			GALYANA_CLASS_BLANK,
			STAT_A_MININGSHIP_COST,
			STAT_A_MININGSHIP_TIME,
			STAT_A_MININGSHIP_SHIELD,
			STAT_A_MININGSHIP_HULL,
			STAT_A_MININGSHIP_SPEED,
			GALYANA_CLASS_BLANK,
			Galyana_Mining_Ship_Income
		</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
		<Encyclopedia_Vulnerable_To>Pirate_Fighter StarViper_Fighter TIE_Interceptor</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>NV_Mining_Ship.ALO</Space_Model_Name>
		<Icon_Name>I_BUTTON_MINING_SHIP.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>2</Population_Value>

	<!-- GUI Info -->
		<GUI_Row>1</GUI_Row>
		<GUI_Bracket_Size>0</GUI_Bracket_Size>

	<!-- Scale - Collision Info -->
		<Mass>0.995</Mass>
		<Size_Value>120</Size_Value>
		<Scale_Factor>1.0</Scale_Factor>
		<Select_Box_Scale>165</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>3.0</Max_Speed>
		<Min_Speed>1.0</Min_Speed>
		<Max_Rate_Of_Turn>1.15</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>20</Bank_Turn_Angle>
		<Max_Thrust>0.8</Max_Thrust>
		<OverrideAcceleration>.07</OverrideAcceleration>
		<OverrideDeceleration>.07</OverrideDeceleration>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
		<Shield_Points>200</Shield_Points>
		<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
		<Armor_Type>Armor_Corvette</Armor_Type>
		<Tactical_Health>150</Tactical_Health>
		<Autoresolve_Health>100</Autoresolve_Health>
		<Energy_Capacity>300</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>5</Damage>
		<AI_Combat_Power>10</AI_Combat_Power>

		<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Red</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
		
		<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Corvette, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>

		<Fire_Cone_Width>45.0</Fire_Cone_Width>
		<Fire_Cone_Height>45.0</Fire_Cone_Height>

		<Space_FOW_Reveal_Range>600.0</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>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Transport</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

		<FormationPriority>6</FormationPriority>
		<Guard_Chase_Range>600.0</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>No</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>

		<CategoryMask>Transport</CategoryMask>
		<Ranking_In_Category>7</Ranking_In_Category>
		<Ship_Class>Transport</Ship_Class>
		<Space_Layer>Corvette</Space_Layer>
		<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

	<!-- Galactic Info -->
		<Score_Cost_Credits>1000</Score_Cost_Credits>

	<!-- Behavior - Death Info -->
		<Behavior>DUMMY_ORBITAL_STRUCTURE, SELECTABLE, POWERED, SHIELDED</Behavior> <!-- DUMMY_ORBITAL_STRUCTURE is used to prevent CTRL+A from selecting the unit -->
		<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA</SpaceBehavior>

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

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

		<SFXEvent_Fire>Unit_Shuttle_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Rancor_Barge</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rancor_Barge</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rancor_Barge</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Rancor_Barge</SFXEvent_Attack>

		<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<SFXEvent_Ambient_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>

	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="R_Mining_Ship_Income_Stream">
			<Base_Income_Value>25</Base_Income_Value>
			<Base_Interval_In_Secs>10</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>500</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	</SpaceUnit>

	<SpaceUnit Name="Empire_Mining_Ship">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Text_Mining_Ship</Text_ID>
		<Encyclopedia_Text>
			Galyana_Tooltip_Mining_Ship,
			GALYANA_CLASS_BLANK,
			STAT_A_MININGSHIP_COST,
			STAT_A_MININGSHIP_TIME,
			STAT_A_MININGSHIP_SHIELD,
			STAT_A_MININGSHIP_HULL,
			STAT_A_MININGSHIP_SPEED,
			GALYANA_CLASS_BLANK,
			Galyana_Mining_Ship_Income
		</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
		<Encyclopedia_Vulnerable_To>Pirate_Fighter StarViper_Fighter TIE_Interceptor</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>NV_Mining_Ship.ALO</Space_Model_Name>
		<Icon_Name>I_BUTTON_MINING_SHIP.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>2</Population_Value>

	<!-- GUI Info -->
		<GUI_Row>1</GUI_Row>
		<GUI_Bracket_Size>0</GUI_Bracket_Size>

	<!-- Scale - Collision Info -->
		<Mass>0.995</Mass>
		<Size_Value>120</Size_Value>
		<Scale_Factor>1.0</Scale_Factor>
		<Select_Box_Scale>165</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>3.0</Max_Speed>
		<Min_Speed>1.0</Min_Speed>
		<Max_Rate_Of_Turn>1.15</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>20</Bank_Turn_Angle>
		<Max_Thrust>0.8</Max_Thrust>
		<OverrideAcceleration>.07</OverrideAcceleration>
		<OverrideDeceleration>.07</OverrideDeceleration>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
		<Shield_Points>200</Shield_Points>
		<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
		<Armor_Type>Armor_Corvette</Armor_Type>
		<Tactical_Health>150</Tactical_Health>
		<Autoresolve_Health>100</Autoresolve_Health>
		<Energy_Capacity>300</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>5</Damage>
		<AI_Combat_Power>10</AI_Combat_Power>

		<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Green</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>

		<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Corvette, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>

		<Fire_Cone_Width>45.0</Fire_Cone_Width>
		<Fire_Cone_Height>45.0</Fire_Cone_Height>

		<Space_FOW_Reveal_Range>600.0</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>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Transport</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

		<FormationPriority>6</FormationPriority>
		<Guard_Chase_Range>600.0</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>No</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>

		<CategoryMask>Transport</CategoryMask>
		<Ranking_In_Category>7</Ranking_In_Category>
		<Ship_Class>Transport</Ship_Class>
		<Space_Layer>Corvette</Space_Layer>
		<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

	<!-- Galactic Info -->
		<Score_Cost_Credits>1000</Score_Cost_Credits>

	<!-- Behavior - Death Info -->
		<Behavior>DUMMY_ORBITAL_STRUCTURE, SELECTABLE, POWERED, SHIELDED</Behavior> <!-- DUMMY_ORBITAL_STRUCTURE is used to prevent CTRL+A from selecting the unit -->
		<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA</SpaceBehavior>

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

	<!-- SFX Events -->
		<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Rancor_Barge</SFXEvent_Build_Complete>

		<SFXEvent_Fire>Unit_Shuttle_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Rancor_Barge</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rancor_Barge</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rancor_Barge</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Rancor_Barge</SFXEvent_Attack>

		<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<SFXEvent_Ambient_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>

	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="E_Mining_Ship_Income_Stream">
			<Base_Income_Value>25</Base_Income_Value>
			<Base_Interval_In_Secs>10</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>500</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	</SpaceUnit>

	<SpaceUnit Name="Underworld_Mining_Ship">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Text_Mining_Ship</Text_ID>
		<Encyclopedia_Text>
			Galyana_Tooltip_Mining_Ship,
			GALYANA_CLASS_BLANK,
			STAT_A_MININGSHIP_COST,
			STAT_A_MININGSHIP_TIME,
			STAT_A_MININGSHIP_SHIELD,
			STAT_A_MININGSHIP_HULL,
			STAT_A_MININGSHIP_SPEED,
			GALYANA_CLASS_BLANK,
			Galyana_Mining_Ship_Income
		</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
		<Encyclopedia_Vulnerable_To>Pirate_Fighter StarViper_Fighter TIE_Interceptor</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>NV_Mining_Ship.ALO</Space_Model_Name>
		<Icon_Name>I_BUTTON_MINING_SHIP.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>
		<Population_Value>2</Population_Value>

	<!-- GUI Info -->
		<GUI_Row>1</GUI_Row>
		<GUI_Bracket_Size>0</GUI_Bracket_Size>

	<!-- Scale - Collision Info -->
		<Mass>0.995</Mass>
		<Size_Value>120</Size_Value>
		<Scale_Factor>1.0</Scale_Factor>
		<Select_Box_Scale>165</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>3.0</Max_Speed>
		<Min_Speed>1.0</Min_Speed>
		<Max_Rate_Of_Turn>1.15</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>20</Bank_Turn_Angle>
		<Max_Thrust>0.8</Max_Thrust>
		<OverrideAcceleration>.07</OverrideAcceleration>
		<OverrideDeceleration>.07</OverrideDeceleration>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
		<Shield_Points>200</Shield_Points>
		<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
		<Armor_Type>Armor_Corvette</Armor_Type>
		<Tactical_Health>150</Tactical_Health>
		<Autoresolve_Health>100</Autoresolve_Health>
		<Energy_Capacity>300</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>5</Damage>
		<AI_Combat_Power>10</AI_Combat_Power>

		<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Yellow</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>

		<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Corvette, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>

		<Fire_Cone_Width>45.0</Fire_Cone_Width>
		<Fire_Cone_Height>45.0</Fire_Cone_Height>

		<Space_FOW_Reveal_Range>600.0</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>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Transport</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

		<FormationPriority>6</FormationPriority>
		<Guard_Chase_Range>600.0</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>No</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>

		<CategoryMask>Transport</CategoryMask>
		<Ranking_In_Category>7</Ranking_In_Category>
		<Ship_Class>Transport</Ship_Class>
		<Space_Layer>Corvette</Space_Layer>
		<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

	<!-- Galactic Info -->
		<Score_Cost_Credits>1000</Score_Cost_Credits>

	<!-- Behavior - Death Info -->
		<Behavior>DUMMY_ORBITAL_STRUCTURE, SELECTABLE, POWERED, SHIELDED</Behavior> <!-- DUMMY_ORBITAL_STRUCTURE is used to prevent CTRL+A from selecting the unit -->
		<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA</SpaceBehavior>

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

	<!-- SFX Events -->
		<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Rancor_Barge</SFXEvent_Build_Complete>

		<SFXEvent_Fire>Unit_Shuttle_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Rancor_Barge</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rancor_Barge</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rancor_Barge</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Rancor_Barge</SFXEvent_Attack>

		<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<SFXEvent_Ambient_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>

	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="U_Mining_Ship_Income_Stream">
			<Base_Income_Value>25</Base_Income_Value>
			<Base_Interval_In_Secs>10</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>500</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	</SpaceUnit>

	<SpaceUnit Name="Hutt_Mining_Ship">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Text_Mining_Ship</Text_ID>
		<Encyclopedia_Text>
			Galyana_Tooltip_Mining_Ship,
			GALYANA_CLASS_BLANK,
			STAT_A_MININGSHIP_COST,
			STAT_A_MININGSHIP_TIME,
			STAT_A_MININGSHIP_SHIELD,
			STAT_A_MININGSHIP_HULL,
			STAT_A_MININGSHIP_SPEED,
			GALYANA_CLASS_BLANK,
			Galyana_Mining_Ship_Income
		</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
		<Encyclopedia_Vulnerable_To>Pirate_Fighter StarViper_Fighter TIE_Interceptor</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>NV_Mining_Ship.ALO</Space_Model_Name>
		<Icon_Name>I_BUTTON_MINING_SHIP.tga</Icon_Name>
		<Affiliation>Hutts</Affiliation>
		<Population_Value>2</Population_Value>

	<!-- GUI Info -->
		<GUI_Row>1</GUI_Row>
		<GUI_Bracket_Size>0</GUI_Bracket_Size>

	<!-- Scale - Collision Info -->
		<Mass>0.995</Mass>
		<Size_Value>120</Size_Value>
		<Scale_Factor>1.0</Scale_Factor>
		<Select_Box_Scale>165</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>3.0</Max_Speed>
		<Min_Speed>1.0</Min_Speed>
		<Max_Rate_Of_Turn>1.15</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>20</Bank_Turn_Angle>
		<Max_Thrust>0.8</Max_Thrust>
		<OverrideAcceleration>.07</OverrideAcceleration>
		<OverrideDeceleration>.07</OverrideDeceleration>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
		<Shield_Points>200</Shield_Points>
		<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
		<Armor_Type>Armor_Corvette</Armor_Type>
		<Tactical_Health>150</Tactical_Health>
		<Autoresolve_Health>100</Autoresolve_Health>
		<Energy_Capacity>300</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>5</Damage>
		<AI_Combat_Power>10</AI_Combat_Power>

		<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Violet</Projectile_Types>
		<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>
		<Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>

		<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Corvette, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>

		<Fire_Cone_Width>45.0</Fire_Cone_Width>
		<Fire_Cone_Height>45.0</Fire_Cone_Height>

		<Space_FOW_Reveal_Range>600.0</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>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Transport</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

		<FormationPriority>6</FormationPriority>
		<Guard_Chase_Range>600.0</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>No</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>

		<CategoryMask>Transport</CategoryMask>
		<Ranking_In_Category>7</Ranking_In_Category>
		<Ship_Class>Transport</Ship_Class>
		<Space_Layer>Corvette</Space_Layer>
		<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

	<!-- Galactic Info -->
		<Score_Cost_Credits>1000</Score_Cost_Credits>

	<!-- Behavior - Death Info -->
		<Behavior>DUMMY_ORBITAL_STRUCTURE, SELECTABLE, POWERED, SHIELDED</Behavior> <!-- DUMMY_ORBITAL_STRUCTURE is used to prevent CTRL+A from selecting the unit -->
		<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA</SpaceBehavior>

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

	<!-- SFX Events -->
		<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Rancor_Barge</SFXEvent_Build_Complete>

		<SFXEvent_Fire>Unit_Shuttle_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Rancor_Barge</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rancor_Barge</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rancor_Barge</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Rancor_Barge</SFXEvent_Attack>

		<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<SFXEvent_Ambient_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Ambient_Loop>

		<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>

	<Abilities SubObjectList="Yes">
		<Income_Stream_Ability Name="H_Mining_Ship_Income_Stream">
			<Base_Income_Value>25</Base_Income_Value>
			<Base_Interval_In_Secs>10</Base_Interval_In_Secs>
			<Split_Income_With_Allies>Yes</Split_Income_With_Allies>
			<Split_Favors_Owner>No</Split_Favors_Owner>
			<Full_Amount_To_Everyone>Yes</Full_Amount_To_Everyone>
		</Income_Stream_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>500</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	</SpaceUnit>

	<SpaceUnit Name="Rebel_Mine_Layer">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Unit_MineLayer</Text_ID>
		<Encyclopedia_Text>
			Galyana_Unit_Text_MineLayer,
			GALYANA_CLASS_BLANK,
			STAT_A_MINELAYER_COST,
			STAT_A_MINELAYER_TIME,
			STAT_A_MINELAYER_SHIELD,
			STAT_A_MINELAYER_HULL,
			STAT_A_MINELAYER_SPEED
		</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
		<Encyclopedia_Vulnerable_To>Pirate_Fighter StarViper_Fighter TIE_Interceptor</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>RV_HEROTRANSPORT.ALO</Space_Model_Name>
		<Icon_Name>i_button_Alliance_Shuttle.tga</Icon_Name>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>2</Population_Value>

	<!-- GUI Info -->
		<GUI_Row>1</GUI_Row>
		<GUI_Bracket_Size>0</GUI_Bracket_Size>

	<!-- Scale - Collision Info -->
		<Mass>0.995</Mass>
		<Size_Value>120</Size_Value>
		<Scale_Factor>0.7</Scale_Factor>
		<Select_Box_Scale>150</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>3.0</Max_Speed>
		<Min_Speed>1.0</Min_Speed>
		<Max_Rate_Of_Turn>1.15</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>20</Bank_Turn_Angle>
		<Max_Thrust>0.8</Max_Thrust>
		<OverrideAcceleration>.07</OverrideAcceleration>
		<OverrideDeceleration>.07</OverrideDeceleration>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
		<Shield_Points>250</Shield_Points>
		<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
		<Armor_Type>Armor_Corvette</Armor_Type>
		<Tactical_Health>200</Tactical_Health>
		<Autoresolve_Health>100</Autoresolve_Health>
		<Energy_Capacity>300</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>5</Damage>
		<AI_Combat_Power>10</AI_Combat_Power>

		<Starting_Spawned_Units_Tech_0>Rebel_Minefield, 20</Starting_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>15</Spawned_Squadron_Delay_Seconds>
		<Reserve_Spawned_Units_Tech_0>Rebel_Minefield, -1</Reserve_Spawned_Units_Tech_0>

		<HardPoints>HP_Mine_Layer_Hangar_R</HardPoints>

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

		<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Corvette, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>

		<Fire_Cone_Width>45.0</Fire_Cone_Width>
		<Fire_Cone_Height>45.0</Fire_Cone_Height>

		<Space_FOW_Reveal_Range>600.0</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>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Transport</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

		<FormationPriority>6</FormationPriority>
		<Guard_Chase_Range>600.0</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>No</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>

		<CategoryMask>Transport</CategoryMask>
		<Ranking_In_Category>7</Ranking_In_Category>
		<Ship_Class>Transport</Ship_Class>
		<Space_Layer>Corvette</Space_Layer>
		<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

	<!-- Galactic Info -->
		<Score_Cost_Credits>1000</Score_Cost_Credits>

	<!-- Behavior - Death Info -->
		<Behavior>ABILITY_COUNTDOWN, DUMMY_ORBITAL_STRUCTURE, SELECTABLE, POWERED, SHIELDED</Behavior> <!-- DUMMY_ORBITAL_STRUCTURE is used to prevent CTRL+A from selecting the unit -->
		<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA, SPAWN_SQUADRON</SpaceBehavior>
		<Lua_Script>OBJECTSCRIPT_MINELAYER</Lua_Script>

		<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
		<Death_Clone>Damage_Normal, Alliance_Shuttle_Death_Clone</Death_Clone>
		<Remove_Upon_Death>True</Remove_Upon_Death>

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

		<SFXEvent_Fire>Unit_Shuttle_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Rancor_Barge</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rancor_Barge</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rancor_Barge</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Rancor_Barge</SFXEvent_Attack>

		<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<SFXEvent_Ambient_Loop>Unit_Gallofree_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> <!--Deploy Minefield-->
			<Type>DEPLOY_SQUAD</Type>
			<Recharge_Seconds>15</Recharge_Seconds>
			<Alternate_Name_Text>Galyana_Ability_Deploy_Mine</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Mine</Alternate_Description_Text>
			<Alternate_Icon_Name>I_SA_PLACE_REMOTE_BOMB.TGA</Alternate_Icon_Name>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>BUZZ_DROIDS</Type> <!--Deploy Nanite Field-->
			<GUI_Activated_Ability_Name>Deploy_Nanites</GUI_Activated_Ability_Name>
			<Recharge_Seconds>40</Recharge_Seconds>
			<SFXEvent_Target_Ability/>
			<Area_Effect_Decal_Distance>300.0</Area_Effect_Decal_Distance>
			<Alternate_Name_Text>Galyana_Ability_Deploy_Nanites</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Nanites</Alternate_Description_Text>
			<Alternate_Icon_Name>I_SA_AREA_HEAL.TGA</Alternate_Icon_Name>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Buzz_Droids_Ability Name="Deploy_Nanites">
			<Activation_Style>User_Input</Activation_Style>
			<Activation_Min_Range>5</Activation_Min_Range>
			<Activation_Max_Range>250</Activation_Max_Range>
			<Chase_Radius>0</Chase_Radius>
			<Damage_Radius>0</Damage_Radius>
			<Enemy_Damage_Per_Second>0</Enemy_Damage_Per_Second>
			<Own_Damage_Per_Second>6</Own_Damage_Per_Second>
			<Activation_Time_In_Seconds>0</Activation_Time_In_Seconds>
			<Activate_SFX/>
			<Object_Type>Rebel_Nanite_Field</Object_Type>
		</Buzz_Droids_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>750</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	</SpaceUnit>

	<SpaceUnit Name="Empire_Mine_Layer">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Unit_MineLayer</Text_ID>
		<Encyclopedia_Text>
			Galyana_Unit_Text_MineLayer,
			GALYANA_CLASS_BLANK,
			STAT_A_MINELAYER_COST,
			STAT_A_MINELAYER_TIME,
			STAT_A_MINELAYER_SHIELD,
			STAT_A_MINELAYER_HULL,
			STAT_A_MINELAYER_SPEED
		</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
		<Encyclopedia_Vulnerable_To>Pirate_Fighter StarViper_Fighter TIE_Interceptor</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>EV_LAMBDASHUTTLE_SPACE.ALO</Space_Model_Name>
		<Icon_Name>i_button_Lamba_Shuttle.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>2</Population_Value>

	<!-- GUI Info -->
		<GUI_Row>1</GUI_Row>
		<GUI_Bracket_Size>0</GUI_Bracket_Size>

	<!-- Scale - Collision Info -->
		<Mass>0.995</Mass>
		<Size_Value>120</Size_Value>
		<Scale_Factor>0.7</Scale_Factor>
		<Select_Box_Scale>150</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>3.0</Max_Speed>
		<Min_Speed>1.0</Min_Speed>
		<Max_Rate_Of_Turn>1.15</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>20</Bank_Turn_Angle>
		<Max_Thrust>0.8</Max_Thrust>
		<OverrideAcceleration>.07</OverrideAcceleration>
		<OverrideDeceleration>.07</OverrideDeceleration>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
		<Shield_Points>250</Shield_Points>
		<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
		<Armor_Type>Armor_Corvette</Armor_Type>
		<Tactical_Health>200</Tactical_Health>
		<Autoresolve_Health>100</Autoresolve_Health>
		<Energy_Capacity>300</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>5</Damage>
		<AI_Combat_Power>10</AI_Combat_Power>

		<Starting_Spawned_Units_Tech_0>Empire_Minefield, 20</Starting_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>15</Spawned_Squadron_Delay_Seconds>
		<Reserve_Spawned_Units_Tech_0>Empire_Minefield, -1</Reserve_Spawned_Units_Tech_0>

		<HardPoints>HP_Mine_Layer_Hangar_E</HardPoints>

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

		<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Corvette, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>

		<Fire_Cone_Width>45.0</Fire_Cone_Width>
		<Fire_Cone_Height>45.0</Fire_Cone_Height>

		<Space_FOW_Reveal_Range>600.0</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>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Transport</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

		<FormationPriority>6</FormationPriority>
		<Guard_Chase_Range>600.0</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>No</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>

		<CategoryMask>Transport</CategoryMask>
		<Ranking_In_Category>7</Ranking_In_Category>
		<Ship_Class>Transport</Ship_Class>
		<Space_Layer>Corvette</Space_Layer>
		<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

	<!-- Galactic Info -->
		<Score_Cost_Credits>1000</Score_Cost_Credits>

	<!-- Behavior - Death Info -->
		<Behavior>ABILITY_COUNTDOWN, DUMMY_ORBITAL_STRUCTURE, SELECTABLE, POWERED, SHIELDED</Behavior> <!-- DUMMY_ORBITAL_STRUCTURE is used to prevent CTRL+A from selecting the unit -->
		<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA, SPAWN_SQUADRON</SpaceBehavior>
		<Lua_Script>OBJECTSCRIPT_MINELAYER</Lua_Script>

		<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
		<Death_Clone>Damage_Normal, Shuttle_Tyderium_Death_Clone</Death_Clone>
		<Remove_Upon_Death>True</Remove_Upon_Death>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Rancor_Barge</SFXEvent_Build_Complete>

		<SFXEvent_Fire>Unit_Shuttle_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Rancor_Barge</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rancor_Barge</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rancor_Barge</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Rancor_Barge</SFXEvent_Attack>

		<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<SFXEvent_Ambient_Loop>Unit_Gallofree_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> <!--Deploy Minefield-->
			<Type>DEPLOY_SQUAD</Type>
			<Recharge_Seconds>15</Recharge_Seconds>
			<Alternate_Name_Text>Galyana_Ability_Deploy_Mine</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Mine</Alternate_Description_Text>
			<Alternate_Icon_Name>I_SA_PLACE_REMOTE_BOMB.TGA</Alternate_Icon_Name>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>BUZZ_DROIDS</Type> <!--Deploy Nanite Field-->
			<GUI_Activated_Ability_Name>Deploy_Nanites</GUI_Activated_Ability_Name>
			<Recharge_Seconds>40</Recharge_Seconds>
			<SFXEvent_Target_Ability/>
			<Area_Effect_Decal_Distance>300.0</Area_Effect_Decal_Distance>
			<Alternate_Name_Text>Galyana_Ability_Deploy_Nanites</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Nanites</Alternate_Description_Text>
			<Alternate_Icon_Name>I_SA_AREA_HEAL.TGA</Alternate_Icon_Name>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Buzz_Droids_Ability Name="Deploy_Nanites">
			<Activation_Style>User_Input</Activation_Style>
			<Activation_Min_Range>5</Activation_Min_Range>
			<Activation_Max_Range>250</Activation_Max_Range>
			<Chase_Radius>0</Chase_Radius>
			<Damage_Radius>0</Damage_Radius>
			<Enemy_Damage_Per_Second>0</Enemy_Damage_Per_Second>
			<Own_Damage_Per_Second>6</Own_Damage_Per_Second>
			<Activation_Time_In_Seconds>0</Activation_Time_In_Seconds>
			<Activate_SFX/>
			<Object_Type>Empire_Nanite_Field</Object_Type>
		</Buzz_Droids_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>750</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	</SpaceUnit>

	<SpaceUnit Name="Underworld_Mine_Layer">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Unit_MineLayer</Text_ID>
		<Encyclopedia_Text>
			Galyana_Unit_Text_MineLayer,
			GALYANA_CLASS_BLANK,
			STAT_A_MINELAYER_COST,
			STAT_A_MINELAYER_TIME,
			STAT_A_MINELAYER_SHIELD,
			STAT_A_MINELAYER_HULL,
			STAT_A_MINELAYER_SPEED
		</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
		<Encyclopedia_Vulnerable_To>Pirate_Fighter StarViper_Fighter TIE_Interceptor</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>UV_RZ-52BoardingShip.ALO</Space_Model_Name>
		<Icon_Name>i_button_uv_rz_52.tga</Icon_Name>
		<Affiliation>Underworld</Affiliation>
		<Population_Value>2</Population_Value>

	<!-- GUI Info -->
		<GUI_Row>1</GUI_Row>
		<GUI_Bracket_Size>0</GUI_Bracket_Size>

	<!-- Scale - Collision Info -->
		<Mass>0.995</Mass>
		<Size_Value>120</Size_Value>
		<Scale_Factor>1.0</Scale_Factor>
		<Select_Box_Scale>150</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>3.0</Max_Speed>
		<Min_Speed>1.0</Min_Speed>
		<Max_Rate_Of_Turn>1.15</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>20</Bank_Turn_Angle>
		<Max_Thrust>0.8</Max_Thrust>
		<OverrideAcceleration>.07</OverrideAcceleration>
		<OverrideDeceleration>.07</OverrideDeceleration>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
		<Shield_Points>250</Shield_Points>
		<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
		<Armor_Type>Armor_Corvette</Armor_Type>
		<Tactical_Health>200</Tactical_Health>
		<Autoresolve_Health>100</Autoresolve_Health>
		<Energy_Capacity>300</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>5</Damage>
		<AI_Combat_Power>10</AI_Combat_Power>

		<Starting_Spawned_Units_Tech_0>Underworld_Minefield, 20</Starting_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>15</Spawned_Squadron_Delay_Seconds>
		<Reserve_Spawned_Units_Tech_0>Underworld_Minefield, -1</Reserve_Spawned_Units_Tech_0>

		<HardPoints>HP_Mine_Layer_Hangar_U</HardPoints>

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

		<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Corvette, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>

		<Fire_Cone_Width>45.0</Fire_Cone_Width>
		<Fire_Cone_Height>45.0</Fire_Cone_Height>

		<Space_FOW_Reveal_Range>600.0</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>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Transport</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

		<FormationPriority>6</FormationPriority>
		<Guard_Chase_Range>600.0</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>No</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>

		<CategoryMask>Transport</CategoryMask>
		<Ranking_In_Category>7</Ranking_In_Category>
		<Ship_Class>Transport</Ship_Class>
		<Space_Layer>Corvette</Space_Layer>
		<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

	<!-- Galactic Info -->
		<Score_Cost_Credits>1000</Score_Cost_Credits>

	<!-- Behavior - Death Info -->
		<Behavior>ABILITY_COUNTDOWN, DUMMY_ORBITAL_STRUCTURE, SELECTABLE, POWERED, SHIELDED</Behavior> <!-- DUMMY_ORBITAL_STRUCTURE is used to prevent CTRL+A from selecting the unit -->
		<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA, SPAWN_SQUADRON</SpaceBehavior>
		<Lua_Script>OBJECTSCRIPT_MINELAYER</Lua_Script>

		<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
		<Death_Clone>Damage_Normal, Underworld_Infantry_Droid_Shuttle_Death_Clone</Death_Clone>
		<Remove_Upon_Death>True</Remove_Upon_Death>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Rancor_Barge</SFXEvent_Build_Complete>

		<SFXEvent_Fire>Unit_Shuttle_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Rancor_Barge</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rancor_Barge</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rancor_Barge</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Rancor_Barge</SFXEvent_Attack>

		<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<SFXEvent_Ambient_Loop>Unit_Gallofree_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> <!--Deploy Minefield-->
			<Type>DEPLOY_SQUAD</Type>
			<Recharge_Seconds>15</Recharge_Seconds>
			<Alternate_Name_Text>Galyana_Ability_Deploy_Mine</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Mine</Alternate_Description_Text>
			<Alternate_Icon_Name>I_SA_PLACE_REMOTE_BOMB.TGA</Alternate_Icon_Name>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>BUZZ_DROIDS</Type> <!--Deploy Nanite Field-->
			<GUI_Activated_Ability_Name>Deploy_Nanites</GUI_Activated_Ability_Name>
			<Recharge_Seconds>40</Recharge_Seconds>
			<SFXEvent_Target_Ability/>
			<Area_Effect_Decal_Distance>300.0</Area_Effect_Decal_Distance>
			<Alternate_Name_Text>Galyana_Ability_Deploy_Nanites</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Nanites</Alternate_Description_Text>
			<Alternate_Icon_Name>I_SA_AREA_HEAL.TGA</Alternate_Icon_Name>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Buzz_Droids_Ability Name="Deploy_Nanites">
			<Activation_Style>User_Input</Activation_Style>
			<Activation_Min_Range>5</Activation_Min_Range>
			<Activation_Max_Range>250</Activation_Max_Range>
			<Chase_Radius>0</Chase_Radius>
			<Damage_Radius>0</Damage_Radius>
			<Enemy_Damage_Per_Second>0</Enemy_Damage_Per_Second>
			<Own_Damage_Per_Second>6</Own_Damage_Per_Second>
			<Activation_Time_In_Seconds>0</Activation_Time_In_Seconds>
			<Activate_SFX/>
			<Object_Type>Underworld_Nanite_Field</Object_Type>
		</Buzz_Droids_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>750</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	</SpaceUnit>

	<SpaceUnit Name="Hutt_Mine_Layer">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Unit_MineLayer</Text_ID>
		<Encyclopedia_Text>
			Galyana_Unit_Text_MineLayer,
			GALYANA_CLASS_BLANK,
			STAT_A_MINELAYER_COST,
			STAT_A_MINELAYER_TIME,
			STAT_A_MINELAYER_SHIELD,
			STAT_A_MINELAYER_HULL,
			STAT_A_MINELAYER_SPEED
		</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_TRANSPORT</Encyclopedia_Unit_Class>
		<Encyclopedia_Vulnerable_To>Pirate_Fighter StarViper_Fighter TIE_Interceptor</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>NV_Shadowclaw.ALO</Space_Model_Name>
		<Icon_Name>I_button_shadowclaw.tga</Icon_Name>
		<Affiliation>Hutts</Affiliation>
		<Population_Value>2</Population_Value>

	<!-- GUI Info -->
		<GUI_Row>1</GUI_Row>
		<GUI_Bracket_Size>0</GUI_Bracket_Size>

	<!-- Scale - Collision Info -->
		<Mass>0.995</Mass>
		<Size_Value>120</Size_Value>
		<Scale_Factor>0.5</Scale_Factor>
		<Select_Box_Scale>150</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>3.0</Max_Speed>
		<Min_Speed>1.0</Min_Speed>
		<Max_Rate_Of_Turn>1.15</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>20</Bank_Turn_Angle>
		<Max_Thrust>0.8</Max_Thrust>
		<OverrideAcceleration>.07</OverrideAcceleration>
		<OverrideDeceleration>.07</OverrideDeceleration>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
		<Shield_Points>250</Shield_Points>
		<Shield_Refresh_Rate>10</Shield_Refresh_Rate>
		<Armor_Type>Armor_Corvette</Armor_Type>
		<Tactical_Health>200</Tactical_Health>
		<Autoresolve_Health>100</Autoresolve_Health>
		<Energy_Capacity>300</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>5</Damage>
		<AI_Combat_Power>10</AI_Combat_Power>

		<Starting_Spawned_Units_Tech_0>Hutt_Minefield, 20</Starting_Spawned_Units_Tech_0>
		<Spawned_Squadron_Delay_Seconds>15</Spawned_Squadron_Delay_Seconds>
		<Reserve_Spawned_Units_Tech_0>Hutt_Minefield, -1</Reserve_Spawned_Units_Tech_0>

		<HardPoints>HP_Mine_Layer_Hangar_H</HardPoints>

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

		<Targeting_Fire_Inaccuracy>Fighter, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Bomber, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Transport, 5.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Corvette, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 30.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 15.0</Targeting_Fire_Inaccuracy>

		<Fire_Cone_Width>45.0</Fire_Cone_Width>
		<Fire_Cone_Height>45.0</Fire_Cone_Height>

		<Space_FOW_Reveal_Range>600.0</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>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Transport</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

		<FormationPriority>6</FormationPriority>
		<Guard_Chase_Range>600.0</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>No</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>

		<CategoryMask>Transport</CategoryMask>
		<Ranking_In_Category>7</Ranking_In_Category>
		<Ship_Class>Transport</Ship_Class>
		<Space_Layer>Corvette</Space_Layer>
		<Layer_Z_Adjust>-20.0</Layer_Z_Adjust>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

	<!-- Galactic Info -->
		<Score_Cost_Credits>1000</Score_Cost_Credits>

	<!-- Behavior - Death Info -->
		<Behavior>ABILITY_COUNTDOWN, DUMMY_ORBITAL_STRUCTURE, SELECTABLE, POWERED, SHIELDED</Behavior> <!-- DUMMY_ORBITAL_STRUCTURE is used to prevent CTRL+A from selecting the unit -->
		<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, WEAPON, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, NEBULA, SPAWN_SQUADRON</SpaceBehavior>
		<Lua_Script>OBJECTSCRIPT_MINELAYER</Lua_Script>

		<Death_Explosions>Medium_Explosion_Space</Death_Explosions>
		<Death_Clone>Damage_Normal, Merchant_Freighter_Death_Clone</Death_Clone>
		<Remove_Upon_Death>True</Remove_Upon_Death>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Rancor_Barge</SFXEvent_Build_Complete>

		<SFXEvent_Fire>Unit_Shuttle_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Rancor_Barge</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Rancor_Barge</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Rancor_Barge</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Rancor_Barge</SFXEvent_Attack>

		<SFXEvent_Engine_Idle_Loop>Unit_Gallofree_Idle_Engine_Loop</SFXEvent_Engine_Idle_Loop>
		<SFXEvent_Engine_Moving_Loop>Unit_Gallofree_Moving_Engine_Loop</SFXEvent_Engine_Moving_Loop>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_Gallofree_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>
		<SFXEvent_Ambient_Loop>Unit_Gallofree_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> <!--Deploy Minefield-->
			<Type>DEPLOY_SQUAD</Type>
			<Recharge_Seconds>15</Recharge_Seconds>
			<Alternate_Name_Text>Galyana_Ability_Deploy_Mine</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Mine</Alternate_Description_Text>
			<Alternate_Icon_Name>I_SA_PLACE_REMOTE_BOMB.TGA</Alternate_Icon_Name>
			<Supports_Autofire>True</Supports_Autofire>
		</Unit_Ability>
		<Unit_Ability>
			<Type>BUZZ_DROIDS</Type> <!--Deploy Nanite Field-->
			<GUI_Activated_Ability_Name>Deploy_Nanites</GUI_Activated_Ability_Name>
			<Recharge_Seconds>40</Recharge_Seconds>
			<SFXEvent_Target_Ability/>
			<Area_Effect_Decal_Distance>300.0</Area_Effect_Decal_Distance>
			<Alternate_Name_Text>Galyana_Ability_Deploy_Nanites</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Deploy_Nanites</Alternate_Description_Text>
			<Alternate_Icon_Name>I_SA_AREA_HEAL.TGA</Alternate_Icon_Name>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Buzz_Droids_Ability Name="Deploy_Nanites">
			<Activation_Style>User_Input</Activation_Style>
			<Activation_Min_Range>5</Activation_Min_Range>
			<Activation_Max_Range>250</Activation_Max_Range>
			<Chase_Radius>0</Chase_Radius>
			<Damage_Radius>0</Damage_Radius>
			<Enemy_Damage_Per_Second>0</Enemy_Damage_Per_Second>
			<Own_Damage_Per_Second>6</Own_Damage_Per_Second>
			<Activation_Time_In_Seconds>0</Activation_Time_In_Seconds>
			<Activate_SFX/>
			<Object_Type>Hutt_Nanite_Field</Object_Type>
		</Buzz_Droids_Ability>
	</Abilities>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>750</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
	</SpaceUnit>

	<SpaceUnit Name="Template_Constructor"> <!-- Arquitens Class Constructor -->
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Unit_Arquitens</Text_ID>
		<Encyclopedia_Text>
			Galyana_Unit_Text_Arquitens,
			GALYANA_CLASS_BLANK,
			STAT_A_ORMYLARCONSTRUCTOR_COST,
			STAT_A_ORMYLARCONSTRUCTOR_TIME,
			STAT_A_ORMYLARCONSTRUCTOR_SHIELD,
			STAT_A_ORMYLARCONSTRUCTOR_HULL,
			STAT_A_ORMYLARCONSTRUCTOR_SPEED
		</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FRIGATE</Encyclopedia_Unit_Class> <!-- Galyana_Class_Constructor -->

		<Space_Model_Name>NV_CONSTRUCTOR.ALO</Space_Model_Name>
		<Icon_Name>I_BUTTON_CONSTRUCTOR.TGA</Icon_Name>
		<Affiliation>Neutral</Affiliation>
		<Population_Value>5</Population_Value>
		<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>

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

	<!-- Scale - Collision Info -->
		<Mass>0.999</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>2.0</Scale_Factor>
		<Select_Box_Scale>300</Select_Box_Scale>
		<Select_Box_Z_Adjust>-30</Select_Box_Z_Adjust>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>2.0</Max_Speed>
		<Max_Rate_Of_Turn>0.6</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.2</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>10</Bank_Turn_Angle>
		<Max_Thrust>1.5</Max_Thrust>
		<OverrideAcceleration>.04</OverrideAcceleration>
		<OverrideDeceleration>.04</OverrideDeceleration>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Frigate</Shield_Armor_Type>
		<Shield_Points>1000</Shield_Points>
		<Shield_Refresh_Rate>30</Shield_Refresh_Rate>
		<Armor_Type>Armor_Frigate_Heavy</Armor_Type>
		<Tactical_Health>3000</Tactical_Health>
		<Autoresolve_Health>3000</Autoresolve_Health>
		<Energy_Capacity>3000</Energy_Capacity>
		<Energy_Refresh_Rate>300</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>30</Damage>
		<AI_Combat_Power>3000</AI_Combat_Power>

		<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>1200.0</Targeting_Max_Attack_Distance>
		<Ranged_Target_Z_Adjust>35.0</Ranged_Target_Z_Adjust>
		<Targeting_Priority_Set>Frigate</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

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

	<!-- Misc. Info -->
		<Is_Visible_On_Radar>Yes</Is_Visible_On_Radar>
		<Visible_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <!-- Required or unit will be invisible to enemies -->
		<Last_State_Visible_Under_FOW>False</Last_State_Visible_Under_FOW>  <!-- Required or unit will be visible through fog of war -->
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW> <!-- Required or unit will be visible through fog of war -->
		<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
		<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>
		<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>

		<CategoryMask>Frigate</CategoryMask>
		<Ranking_In_Category>6</Ranking_In_Category>
		<Ship_Class>Frigate</Ship_Class>
		<Space_Layer>Frigate</Space_Layer>
		<Layer_Z_Adjust>-100.0</Layer_Z_Adjust>
		<Is_Escort>No</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

	<!-- Galactic Info -->
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Build_Cost_Credits>5000</Build_Cost_Credits>
		<Build_Time_Seconds>30</Build_Time_Seconds>

		<Tech_Level>0</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>5</Required_Star_Base_Level>

		<Piracy_Value_Credits>100</Piracy_Value_Credits>
<!--		<Tactical_Bribe_Cost>2000</Tactical_Bribe_Cost>-->
		<Score_Cost_Credits>3000</Score_Cost_Credits>
		<Maintenance_Cost>0.1</Maintenance_Cost>

		<Political_Control>0</Political_Control>
		<Squadron_Capacity>0</Squadron_Capacity>
		<Transport_Capacity>12</Transport_Capacity>
		<Number_per_Squadron>1</Number_per_Squadron>

	<!-- Behavior - Death Info -->
	<!-- Spawn_Squadron required for constructed starbase to deploy hangar units -->
		<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED, TACTICAL_BUILD_OBJECTS</Behavior>
		<SpaceBehavior>ASTEROID_FIELD_DAMAGE, SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON</SpaceBehavior>
		<Lua_Script>ObjectScript_Constructor</Lua_Script>

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

	<!-- Construction Info -->
		<Tactical_Build_Attachment_Bone_Name>ROOT</Tactical_Build_Attachment_Bone_Name>
		<Tactically_Built_Child_Object_Persists>No</Tactically_Built_Child_Object_Persists>
		<Hides_When_Built_On>True</Hides_When_Built_On> <!-- was False for debugging -->
		<Destroy_When_Child_Dies>True</Destroy_When_Child_Dies>

		<!--AJA 04/27/2006 - Even though these are not captureable objects, the TACTICAL_BUILD_OBJECTS behavior will prevent you
		from building on this object if there are any enemies within this distance. This field has a default value of 200.0,
		so don't remove this otherwise you won't be able to build on an MDU if there are enemies within 200 units (pretty big distance).-->
		<Capture_Point_Radius>5.0</Capture_Point_Radius>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>2500</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>20</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>
	</SpaceUnit>

	<SpaceUnit Name="Rebel_Constructor">
		<Variant_Of_Existing_Type>Template_Constructor</Variant_Of_Existing_Type>
		<Affiliation>Rebel</Affiliation>

		<HardPoints>
			HP_Arquitens_R_01,
			HP_Arquitens_R_02,
			HP_Arquitens_R_03,
			HP_Arquitens_R_04,
			HP_Arquitens_Dummy,
			HP_Arquitens_ShieldGen,
			HP_Arquitens_Engines
		</HardPoints>

		<Tactical_Buildable_Objects_Multiplayer>
			Rebel,
				UC_Rebel_Defense_Station
		</Tactical_Buildable_Objects_Multiplayer>

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

		<SFXEvent_Select>Unit_Select_Nebulon</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Nebulon</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Nebulon</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Nebulon</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Nebulon</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_Nebulon</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_Nebulon</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Nebulon</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Nebulon</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_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Nebulon</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Nebulon</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Nebulon</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_DUMMY_ART, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
	</SpaceUnit>

	<SpaceUnit Name="Empire_Constructor">
		<Variant_Of_Existing_Type>Template_Constructor</Variant_Of_Existing_Type>
		<Affiliation>Empire</Affiliation>

		<HardPoints>
			HP_Arquitens_E_01,
			HP_Arquitens_E_02,
			HP_Arquitens_E_03,
			HP_Arquitens_E_04,
			HP_Arquitens_Dummy,
			HP_Arquitens_ShieldGen,
			HP_Arquitens_Engines
		</HardPoints>

		<Tactical_Buildable_Objects_Multiplayer>
			Empire,
				UC_Empire_Defense_Station
		</Tactical_Buildable_Objects_Multiplayer>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Acclamator</SFXEvent_Build_Complete>

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

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

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Acclamator</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Acclamator</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Acclamator</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_DUMMY_ART, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
	</SpaceUnit>

	<SpaceUnit Name="Underworld_Constructor">
		<Variant_Of_Existing_Type>Template_Constructor</Variant_Of_Existing_Type>
		<Affiliation>Underworld</Affiliation>

		<HardPoints>
			HP_Arquitens_U_01,
			HP_Arquitens_U_02,
			HP_Arquitens_U_03,
			HP_Arquitens_U_04,
			HP_Arquitens_Dummy,
			HP_Arquitens_ShieldGen,
			HP_Arquitens_Engines
		</HardPoints>

		<Tactical_Buildable_Objects_Multiplayer>
			Underworld,
				UC_Underworld_Defense_Station
		</Tactical_Buildable_Objects_Multiplayer>

		<!-- No Asteroid Field Damage -->
		<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON</SpaceBehavior>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Interceptor_IV</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_Interceptor_IV</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Interceptor_IV</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Interceptor_IV</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Interceptor_IV</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Interceptor_IV</SFXEvent_Guard>
		<SFXEvent_Barrage>Unit_Barrage_Interceptor_IV</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Interceptor_IV</SFXEvent_Move_Into_Nebula>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Interceptor_IV</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Interceptor_IV</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Interceptor_IV</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_DUMMY_ART, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
	</SpaceUnit>

	<SpaceUnit Name="Hutt_Constructor">
		<Variant_Of_Existing_Type>Template_Constructor</Variant_Of_Existing_Type>
		<Affiliation>Hutts</Affiliation>

		<HardPoints>
			HP_Arquitens_H_01,
			HP_Arquitens_H_02,
			HP_Arquitens_H_03,
			HP_Arquitens_H_04,
			HP_Arquitens_Dummy,
			HP_Arquitens_ShieldGen,
			HP_Arquitens_Engines
		</HardPoints>

		<Tactical_Buildable_Objects_Multiplayer>
			Hutts,
				UC_Hutt_Defense_Station
		</Tactical_Buildable_Objects_Multiplayer>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_UEAW_Dreadnaught</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_UEAW_Dreadnaught</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_UEAW_Dreadnaught</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_UEAW_Dreadnaught</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_UEAW_Dreadnaught</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_UEAW_Dreadnaught</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_UEAW_Dreadnaught</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_UEAW_Dreadnaught</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_UEAW_Dreadnaught</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_UEAW_Dreadnaught</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_UEAW_Dreadnaught</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_UEAW_Dreadnaught</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_DUMMY_ART, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
	</SpaceUnit>

<!-- Alternate constructor variants -->
<!-- Unlimited build count, allows production of L1 starbases and research stations -->
	<SpaceUnit Name="Rebel_Constructor_Alt">
		<Variant_Of_Existing_Type>Template_Constructor</Variant_Of_Existing_Type>
		<Affiliation>Rebel</Affiliation>

		<HardPoints>
			HP_Arquitens_R_01,
			HP_Arquitens_R_02,
			HP_Arquitens_R_03,
			HP_Arquitens_R_04,
			HP_Arquitens_Dummy,
			HP_Arquitens_ShieldGen,
			HP_Arquitens_Engines
		</HardPoints>

		<Tactical_Buildable_Objects_Multiplayer>
			Rebel,
				UC_Rebel_Defense_Station,
				UC_Rebel_L1_Space_Station,
				UC_Rebel_L1_Research_Station
		</Tactical_Buildable_Objects_Multiplayer>

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

		<SFXEvent_Select>Unit_Select_Nebulon</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Nebulon</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Nebulon</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Nebulon</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Nebulon</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_Nebulon</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_Nebulon</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Nebulon</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Nebulon</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_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Nebulon</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Nebulon</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Nebulon</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Nebulon</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_DUMMY_ART, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>

		<Build_Limit_Current_For_All_Allies>-1</Build_Limit_Current_For_All_Allies>
	</SpaceUnit>

	<SpaceUnit Name="Empire_Constructor_Alt">
		<Variant_Of_Existing_Type>Template_Constructor</Variant_Of_Existing_Type>
		<Affiliation>Empire</Affiliation>

		<HardPoints>
			HP_Arquitens_E_01,
			HP_Arquitens_E_02,
			HP_Arquitens_E_03,
			HP_Arquitens_E_04,
			HP_Arquitens_Dummy,
			HP_Arquitens_ShieldGen,
			HP_Arquitens_Engines
		</HardPoints>

		<Tactical_Buildable_Objects_Multiplayer>
			Empire,
				UC_Empire_Defense_Station,
				UC_Empire_L1_Space_Station,
				UC_Empire_L1_Research_Station
		</Tactical_Buildable_Objects_Multiplayer>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Acclamator</SFXEvent_Build_Complete>

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

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

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Acclamator</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Acclamator</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Acclamator</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_DUMMY_ART, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
		
		<Build_Limit_Current_For_All_Allies>-1</Build_Limit_Current_For_All_Allies>
	</SpaceUnit>

	<SpaceUnit Name="Underworld_Constructor_Alt">
		<Variant_Of_Existing_Type>Template_Constructor</Variant_Of_Existing_Type>
		<Affiliation>Underworld</Affiliation>

		<HardPoints>
			HP_Arquitens_U_01,
			HP_Arquitens_U_02,
			HP_Arquitens_U_03,
			HP_Arquitens_U_04,
			HP_Arquitens_Dummy,
			HP_Arquitens_ShieldGen,
			HP_Arquitens_Engines
		</HardPoints>

		<Targeting_Max_Attack_Distance>1100.0</Targeting_Max_Attack_Distance>

		<Tactical_Buildable_Objects_Multiplayer>
			Underworld,
				UC_Underworld_Defense_Station,
				UC_Underworld_L1_Space_Station,
				UC_Underworld_L1_Research_Station
		</Tactical_Buildable_Objects_Multiplayer>

		<!-- No Asteroid Field Damage -->
		<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON</SpaceBehavior>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Interceptor_IV</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_Interceptor_IV</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Interceptor_IV</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Interceptor_IV</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Interceptor_IV</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Interceptor_IV</SFXEvent_Guard>
		<SFXEvent_Barrage>Unit_Barrage_Interceptor_IV</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Interceptor_IV</SFXEvent_Move_Into_Nebula>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Interceptor_IV</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_Interceptor_IV</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_Interceptor_IV</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_Interceptor_IV</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_DUMMY_ART, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
		
		<Build_Limit_Current_For_All_Allies>-1</Build_Limit_Current_For_All_Allies>
	</SpaceUnit>

	<SpaceUnit Name="Hutt_Constructor_Alt">
		<Variant_Of_Existing_Type>Template_Constructor</Variant_Of_Existing_Type>
		<Affiliation>Hutts</Affiliation>

		<HardPoints>
			HP_Arquitens_H_01,
			HP_Arquitens_H_02,
			HP_Arquitens_H_03,
			HP_Arquitens_H_04,
			HP_Arquitens_Dummy,
			HP_Arquitens_ShieldGen,
			HP_Arquitens_Engines
		</HardPoints>

		<Tactical_Buildable_Objects_Multiplayer>
			Hutts,
				UC_Hutt_Defense_Station,
				UC_Hutt_L1_Space_Station,
				UC_Hutt_L1_Research_Station
		</Tactical_Buildable_Objects_Multiplayer>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_UEAW_Dreadnaught</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_UEAW_Dreadnaught</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_UEAW_Dreadnaught</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_UEAW_Dreadnaught</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_UEAW_Dreadnaught</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_UEAW_Dreadnaught</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_UEAW_Dreadnaught</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_UEAW_Dreadnaught</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_UEAW_Dreadnaught</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Damaged_By_Asteroid>SFX_Asteroid_Detonation</SFXEvent_Damaged_By_Asteroid>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_UEAW_Dreadnaught</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_Lost_Laser_UEAW_Dreadnaught</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_SHIELD_GENERATOR, Unit_Lost_Shields_UEAW_Dreadnaught</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_ENGINE, Unit_Lost_Engines_UEAW_Dreadnaught</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_DUMMY_ART, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
		
		<Build_Limit_Current_For_All_Allies>-1</Build_Limit_Current_For_All_Allies>
	</SpaceUnit>

	<SpaceUnit Name="Constructor_Death_Clone">
		<Text_ID>Galyana_Unit_Arquitens</Text_ID>
		<Space_Model_Name>NV_CONSTRUCTOR_D.ALO</Space_Model_Name>
		<Death_SFXEvent_Start_Die>Unit_Star_Destroyer_Death_SFX</Death_SFXEvent_Start_Die>
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Scale_Factor>2.0</Scale_Factor>
		<Layer_Z_Adjust>-100.0</Layer_Z_Adjust>
		<Max_Speed>1.0</Max_Speed>
		<Max_Rate_Of_Turn>0.03</Max_Rate_Of_Turn>
		<Max_Thrust>1</Max_Thrust>
		<Max_Rate_Of_Roll>0.1</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>0</Bank_Turn_Angle>
		<Affiliation>Rebel, Empire, Underworld, Hutts</Affiliation>
		<Ship_Class>Frigate</Ship_Class>
		<Remove_Upon_Death>True</Remove_Upon_Death>
	</SpaceUnit>
	
	<SpaceUnit Name="Template_Satellite_Constructor"> <!-- Velox-class -->
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Unit_Velox</Text_ID>
		<Encyclopedia_Text>
			Galyana_Unit_Text_Velox,
			GALYANA_CLASS_BLANK,
			STAT_A_VELOXCONSTRUCTOR_COST,
			STAT_A_VELOXCONSTRUCTOR_TIME,
			STAT_A_VELOXCONSTRUCTOR_SHIELD,
			STAT_A_VELOXCONSTRUCTOR_HULL,
			STAT_A_VELOXCONSTRUCTOR_SPEED
		</Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_CORVETTE</Encyclopedia_Unit_Class> <!-- Galyana_Class_Constructor -->

		<Space_Model_Name>NV_Velox.ALO</Space_Model_Name>
		<Icon_Name>I_BUTTON_VELOX.TGA</Icon_Name>
		<Affiliation>Neutral</Affiliation>
		<Population_Value>0</Population_Value>
		<No_Colorization_Color>255, 255, 255, 255</No_Colorization_Color>

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

	<!-- Scale - Collision Info -->
		<Mass>0.999</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.4</Scale_Factor>
		<Select_Box_Scale>550</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>3.0</Max_Speed>
		<Max_Rate_Of_Turn>1.2</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>0.3</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>10</Bank_Turn_Angle>
		<Max_Thrust>1.0</Max_Thrust>
		<OverrideAcceleration>.06</OverrideAcceleration>
		<OverrideDeceleration>.06</OverrideDeceleration>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Corvette</Shield_Armor_Type>
		<Shield_Points>600</Shield_Points>
		<Shield_Refresh_Rate>20</Shield_Refresh_Rate>
		<Armor_Type>Armor_Corvette_Heavy</Armor_Type>
		<Tactical_Health>800</Tactical_Health>
		<Autoresolve_Health>3000</Autoresolve_Health>
		<Energy_Capacity>3000</Energy_Capacity>
		<Energy_Refresh_Rate>300</Energy_Refresh_Rate>

	<!-- Damage - Targeting Info -->
		<Damage>20</Damage>
		<AI_Combat_Power>1500</AI_Combat_Power>

		<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>
		<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>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_To_Enemies_When_Empty>True</Visible_To_Enemies_When_Empty> <!-- Required or unit will be invisible to enemies -->
		<Last_State_Visible_Under_FOW>False</Last_State_Visible_Under_FOW>  <!-- Required or unit will be visible through fog of war -->
		<Initial_State_Visible_Under_FOW>False</Initial_State_Visible_Under_FOW> <!-- Required or unit will be visible through fog of war -->
		<Radar_Icon_Scale_Land>1.0</Radar_Icon_Scale_Land>
		<Radar_Icon_Scale_Space>1.0</Radar_Icon_Scale_Space>
		<Victory_Relevant>Yes</Victory_Relevant>
		<Has_Space_Evaluator>True</Has_Space_Evaluator>
		<Space_Full_Stop_Command>Yes</Space_Full_Stop_Command>

		<CategoryMask>Corvette</CategoryMask>
		<Ranking_In_Category>6</Ranking_In_Category>
		<Ship_Class>Corvette</Ship_Class>
		<Space_Layer>Corvette</Space_Layer>
		<Layer_Z_Adjust>-50.0</Layer_Z_Adjust>
		<Is_Escort>No</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

	<!-- Galactic Info -->
		<Build_Tab_Space_Units>Yes</Build_Tab_Space_Units>
		<Build_Initially_Locked>Yes</Build_Initially_Locked>
		<Build_Can_Be_Unlocked_By_Slicer>No</Build_Can_Be_Unlocked_By_Slicer>
		<Build_Cost_Credits>2000</Build_Cost_Credits>
		<Build_Time_Seconds>20</Build_Time_Seconds>

		<Tech_Level>0</Tech_Level>
		<Required_Timeline>0</Required_Timeline>
		<Required_Ground_Base_Level>0</Required_Ground_Base_Level>
		<Required_Star_Base_Level>5</Required_Star_Base_Level>

		<Piracy_Value_Credits>50</Piracy_Value_Credits>
<!--		<Tactical_Bribe_Cost>1000</Tactical_Bribe_Cost>-->
		<Score_Cost_Credits>2000</Score_Cost_Credits>
		<Maintenance_Cost>0.1</Maintenance_Cost>

		<Political_Control>0</Political_Control>
		<Squadron_Capacity>0</Squadron_Capacity>
		<Transport_Capacity>5</Transport_Capacity>
		<Number_per_Squadron>1</Number_per_Squadron>

	<!-- Behavior - Death Info -->
	<!-- Spawn_Squadron required for constructed starbase to deploy hangar units -->
		<Behavior>DUMMY_STARSHIP, SELECTABLE, POWERED, SHIELDED, TACTICAL_BUILD_OBJECTS</Behavior>
		<SpaceBehavior>SIMPLE_SPACE_LOCOMOTOR, TARGETING, REVEAL, HIDE_WHEN_FOGGED, UNIT_AI, DAMAGE_TRACKING, ION_STUN_EFFECT, NEBULA, SPAWN_SQUADRON</SpaceBehavior>
		<Lua_Script>ObjectScript_Constructor</Lua_Script>

		<Asteroid_Damage_Hit_Particles>Large_Damage_Space</Asteroid_Damage_Hit_Particles>
<!--		<Death_Clone>Damage_Normal, </Death_Clone>-->
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<Remove_Upon_Death>True</Remove_Upon_Death>

	<!-- Construction Info -->
		<Tactical_Build_Attachment_Bone_Name>ROOT</Tactical_Build_Attachment_Bone_Name>
		<Tactically_Built_Child_Object_Persists>No</Tactically_Built_Child_Object_Persists>
		<Hides_When_Built_On>True</Hides_When_Built_On> <!-- was False for debugging -->
		<Destroy_When_Child_Dies>True</Destroy_When_Child_Dies>

		<!--AJA 04/27/2006 - Even though these are not captureable objects, the TACTICAL_BUILD_OBJECTS behavior will prevent you
		from building on this object if there are any enemies within this distance. This field has a default value of 200.0,
		so don't remove this otherwise you won't be able to build on an MDU if there are enemies within 200 units (pretty big distance).-->
		<Capture_Point_Radius>5.0</Capture_Point_Radius>

	<!--Multiplayer Construction Info-->
		<Tactical_Build_Cost_Multiplayer>1000</Tactical_Build_Cost_Multiplayer>
		<Tactical_Build_Time_Seconds>15</Tactical_Build_Time_Seconds>
		<Tactical_Build_Prerequisites/>
		<Tactical_Production_Queue>Tactical_Units</Tactical_Production_Queue>
		<Build_Limit_Current_Per_Player>5</Build_Limit_Current_Per_Player>
	</SpaceUnit>

	<SpaceUnit Name="Rebel_Satellite_Constructor">
		<Variant_Of_Existing_Type>Template_Satellite_Constructor</Variant_Of_Existing_Type>
		<Affiliation>Rebel</Affiliation>
		<Population_Value>3</Population_Value>
		<Lua_Script>ObjectScript_Constructor_Satellite</Lua_Script> <!-- Prevents Despawn -->

		<HardPoints>
			HP_Velox_R_01,
			HP_Velox_R_02,
			HP_Velox_R_03
		</HardPoints>

		<Tactical_Buildable_Objects_Multiplayer>
			Rebel,
				UC_Rebel_Defense_Satellite_Laser,
				UC_Rebel_Defense_Satellite_TurboLaser,
				UC_Rebel_Defense_Satellite_Missile,
				UC_Rebel_Defense_Satellite_Torpedo,
<!--				UC_Rebel_Defense_Satellite_Repair,
				UC_Rebel_Defense_Satellite_LRS-->
		</Tactical_Buildable_Objects_Multiplayer>

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

		<SFXEvent_Select>Unit_Select_Corvette</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Corvette</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Corvette</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Corvette</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Corvette</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_Corvette</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_Corvette</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Corvette</SFXEvent_Move_Into_Nebula>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
	</SpaceUnit>

	<SpaceUnit Name="Empire_Satellite_Constructor">
		<Variant_Of_Existing_Type>Template_Satellite_Constructor</Variant_Of_Existing_Type>
		<Affiliation>Empire</Affiliation>
		<Population_Value>3</Population_Value>
		<Lua_Script>ObjectScript_Constructor_Satellite</Lua_Script> <!-- Prevents Despawn -->

		<HardPoints>
			HP_Velox_E_01,
			HP_Velox_E_02,
			HP_Velox_E_03
		</HardPoints>

		<Tactical_Buildable_Objects_Multiplayer>
			Empire,
				UC_Empire_Defense_Satellite_Laser,
				UC_Empire_Defense_Satellite_TurboLaser,
				UC_Empire_Defense_Satellite_Missile,
				UC_Empire_Defense_Satellite_Flak,
<!--				UC_Empire_Defense_Satellite_Tractor,
				UC_Empire_Defense_Satellite_Interdictor-->
		</Tactical_Buildable_Objects_Multiplayer>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Broadside_Cruiser</SFXEvent_Build_Complete>

		<SFXEvent_Fire>Unit_Boron_Missile_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Broadside_Cruiser</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Broadside_Cruiser</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Broadside_Cruiser</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Broadside_Cruiser</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Broadside_Cruiser</SFXEvent_Guard>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Broadside_Cruiser</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Attack_With_Non_Hero_Ability>Unit_Barrage_Broadside_Cruiser</SFXEvent_Attack_With_Non_Hero_Ability>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
	</SpaceUnit>

	<SpaceUnit Name="Underworld_Satellite_Constructor">
		<Variant_Of_Existing_Type>Template_Satellite_Constructor</Variant_Of_Existing_Type>
		<Affiliation>Underworld</Affiliation>
		<Population_Value>3</Population_Value>
		<Lua_Script>ObjectScript_Constructor_Satellite</Lua_Script> <!-- Prevents Despawn -->

		<HardPoints>
			HP_Velox_U_01,
			HP_Velox_U_02,
			HP_Velox_U_03
		</HardPoints>

		<Tactical_Buildable_Objects_Multiplayer>
			Underworld,
				UC_Underworld_Defense_Satellite_Plasma,
				UC_Underworld_Defense_Satellite_MassDriver,
				UC_Underworld_Defense_Satellite_DBM,
				UC_Underworld_Defense_Satellite_Laser,
				UC_Underworld_Defense_Satellite_Missile,
<!--				UC_Underworld_Defense_Satellite_Sensor-->
		</Tactical_Buildable_Objects_Multiplayer>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Crusader</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_Crusader</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Crusader</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Crusader</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Crusader</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Crusader</SFXEvent_Guard>
		<SFXEvent_Barrage>Unit_Barrage_Crusader</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Crusader</SFXEvent_Move_Into_Nebula>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
	</SpaceUnit>

	<SpaceUnit Name="Hutt_Satellite_Constructor">
		<Variant_Of_Existing_Type>Template_Satellite_Constructor</Variant_Of_Existing_Type>
		<Affiliation>Hutts</Affiliation>
		<Population_Value>3</Population_Value>
		<Lua_Script>ObjectScript_Constructor_Satellite</Lua_Script> <!-- Prevents Despawn -->

		<HardPoints>
			HP_Velox_H_01,
			HP_Velox_H_02,
			HP_Velox_H_03
		</HardPoints>

		<Tactical_Buildable_Objects_Multiplayer>
			Hutts,
				UC_Hutt_Flak_Beam_Turret,
				UC_Hutt_Beam_Turret,
				UC_Hutt_Heavy_Beam_Turret,
				UC_Hutt_Defense_Satellite_Laser,
				UC_Hutt_Defense_Satellite_Missile,
<!--				UC_Hutt_Defense_Satellite_Emitter-->
		</Tactical_Buildable_Objects_Multiplayer>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Reinforcements_Available</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_IPV</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_IPV</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_IPV</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_IPV</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_IPV</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_IPV</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_IPV</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_IPV</SFXEvent_Move_Into_Nebula>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_IPV</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
	</SpaceUnit>
	
	<SpaceUnit Name="Rebel_Satellite_Constructor_Alt">
		<Variant_Of_Existing_Type>Template_Satellite_Constructor</Variant_Of_Existing_Type>
		<Affiliation>Rebel</Affiliation>

		<HardPoints>
			HP_Velox_R_01,
			HP_Velox_R_02,
			HP_Velox_R_03
		</HardPoints>

		<Tactical_Buildable_Objects_Multiplayer>
			Rebel,
				UC_Rebel_Defense_Satellite_Laser,
				UC_Rebel_Defense_Satellite_TurboLaser,
				UC_Rebel_Defense_Satellite_Missile,
				UC_Rebel_Defense_Satellite_Torpedo,
				UC_Rebel_Defense_Satellite_Repair,
				UC_Rebel_Defense_Satellite_LRS
		</Tactical_Buildable_Objects_Multiplayer>

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

		<SFXEvent_Select>Unit_Select_Corvette</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Corvette</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Corvette</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Corvette</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Corvette</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_Corvette</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_Corvette</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Corvette</SFXEvent_Move_Into_Nebula>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Corvette</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
		
		<Build_Limit_Current_Per_Player>-1</Build_Limit_Current_Per_Player>
	</SpaceUnit>

	<SpaceUnit Name="Empire_Satellite_Constructor_Alt">
		<Variant_Of_Existing_Type>Template_Satellite_Constructor</Variant_Of_Existing_Type>
		<Affiliation>Empire</Affiliation>

		<HardPoints>
			HP_Velox_E_01,
			HP_Velox_E_02,
			HP_Velox_E_03
		</HardPoints>

		<Tactical_Buildable_Objects_Multiplayer>
			Empire,
				UC_Empire_Defense_Satellite_Laser,
				UC_Empire_Defense_Satellite_TurboLaser,
				UC_Empire_Defense_Satellite_Missile,
				UC_Empire_Defense_Satellite_Flak,
				UC_Empire_Defense_Satellite_Tractor,
				UC_Empire_Defense_Satellite_Interdictor
		</Tactical_Buildable_Objects_Multiplayer>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>EHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>EHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Broadside_Cruiser</SFXEvent_Build_Complete>

		<SFXEvent_Fire>Unit_Boron_Missile_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Broadside_Cruiser</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Broadside_Cruiser</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Broadside_Cruiser</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Broadside_Cruiser</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Broadside_Cruiser</SFXEvent_Guard>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Broadside_Cruiser</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Attack_With_Non_Hero_Ability>Unit_Barrage_Broadside_Cruiser</SFXEvent_Attack_With_Non_Hero_Ability>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Broadside_Cruiser</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
		
		<Build_Limit_Current_Per_Player>-1</Build_Limit_Current_Per_Player>
	</SpaceUnit>

	<SpaceUnit Name="Underworld_Satellite_Constructor_Alt">
		<Variant_Of_Existing_Type>Template_Satellite_Constructor</Variant_Of_Existing_Type>
		<Affiliation>Underworld</Affiliation>

		<HardPoints>
			HP_Velox_U_01,
			HP_Velox_U_02,
			HP_Velox_U_03
		</HardPoints>

		<Targeting_Max_Attack_Distance>1100.0</Targeting_Max_Attack_Distance>

		<Tactical_Buildable_Objects_Multiplayer>
			Underworld,
				UC_Underworld_Defense_Satellite_Plasma,
				UC_Underworld_Defense_Satellite_MassDriver,
				UC_Underworld_Defense_Satellite_DBM,
				UC_Underworld_Defense_Satellite_Laser,
				UC_Underworld_Defense_Satellite_Missile,
				UC_Underworld_Defense_Satellite_Sensor
		</Tactical_Buildable_Objects_Multiplayer>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>Unit_Complete_Crusader</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_Crusader</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Crusader</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Crusader</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Crusader</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Crusader</SFXEvent_Guard>
		<SFXEvent_Barrage>Unit_Barrage_Crusader</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Crusader</SFXEvent_Move_Into_Nebula>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Crusader</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
		
		<Build_Limit_Current_Per_Player>-1</Build_Limit_Current_Per_Player>
	</SpaceUnit>

	<SpaceUnit Name="Hutt_Satellite_Constructor_Alt">
		<Variant_Of_Existing_Type>Template_Satellite_Constructor</Variant_Of_Existing_Type>
		<Affiliation>Hutts</Affiliation>

		<HardPoints>
			HP_Velox_H_01,
			HP_Velox_H_02,
			HP_Velox_H_03
		</HardPoints>

		<Tactical_Buildable_Objects_Multiplayer>
			Hutts,
				UC_Hutt_Flak_Beam_Turret,
				UC_Hutt_Beam_Turret,
				UC_Hutt_Heavy_Beam_Turret,
				UC_Hutt_Defense_Satellite_Laser,
				UC_Hutt_Defense_Satellite_Missile,
				UC_Hutt_Defense_Satellite_Emitter
		</Tactical_Buildable_Objects_Multiplayer>

	<!-- SFX Events -->
		<SFXEvent_Build_Started>UHD_Build_Vehicle</SFXEvent_Build_Started>
		<SFXEvent_Build_Cancelled>UHD_Unit_Canceled</SFXEvent_Build_Cancelled>
		<SFXEvent_Build_Complete>UHD_Reinforcements_Available</SFXEvent_Build_Complete>

		<SFXEvent_Select>Unit_Select_IPV</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_IPV</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_IPV</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_IPV</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_IPV</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_IPV</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_IPV</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_IPV</SFXEvent_Move_Into_Nebula>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_IPV</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_IPV</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_Cruiser_Death_SFX</Death_SFXEvent_Start_Die>
		
		<Build_Limit_Current_Per_Player>-1</Build_Limit_Current_Per_Player>
	</SpaceUnit>
</Data>






