<?xml version="1.0" encoding="utf-8"?>
<Data>
<!-- Fighters -->
	<SpaceUnit Name="TIE_Scout">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_TIE_SCOUT</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_SCOUT,
			GALYANA_CLASS_BLANK,
			STAT_E_TIESCOUT_SHIELD,
			STAT_E_TIESCOUT_HULL,
			STAT_E_TIESCOUT_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_SCOUT,
			GALYANA_CLASS_BLANK,
			STAT_E_TIESCOUT_COST,
			STAT_E_TIESCOUT_TIME,
			STAT_E_TIESCOUT_SHIELD,
			STAT_E_TIESCOUT_HULL,
			STAT_E_TIESCOUT_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Y-wing Z-95_Headhunter_Rebel Prowler-B</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>A-Wing Mirage_MK2 Crusader_Gunship</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>EV_TIESCOUT.ALO</Space_Model_Name>
		<Icon_Name>i_button_tie_scout.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>0</Population_Value>
		<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>

	<!-- Scale - Collision Info -->
		<Mass>0.995</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.6</Scale_Factor>
		<Select_Box_Scale>70</Select_Box_Scale>
		<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collision_Box_Modifier>1.5</Collision_Box_Modifier>
		<Custom_Footprint_Radius>15.0</Custom_Footprint_Radius>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>6.0</Max_Speed>
		<Min_Speed>2.0</Min_Speed>
		<Min_Speed_Fraction_For_Turn>0.7</Min_Speed_Fraction_For_Turn>
		<Max_Rate_Of_Turn>1.3</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>3.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>30</Bank_Turn_Angle>
		<Max_Thrust>1.0</Max_Thrust>
		<Max_Lift>4</Max_Lift>
		<Begin_Turn_Towards_Distance>100.0</Begin_Turn_Towards_Distance>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
		<Shield_Points>40</Shield_Points>
		<Shield_Refresh_Rate>3</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter</Armor_Type>
		<Tactical_Health>90</Tactical_Health>
		<Energy_Capacity>200</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
		<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>

	<!-- Damage - Targeting Info -->
		<Damage>3</Damage>
		<AI_Combat_Power>25</AI_Combat_Power>
		<Damage_Type>Damage_Strike</Damage_Type>
		<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Green</Projectile_Types>
		<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>

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

		<Fires_Forward>No</Fires_Forward>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Turret_Rotate_Extent_Degrees>30</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>

		<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
		<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.75</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>
		<Target_Stealth_Units>Yes</Target_Stealth_Units>

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

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

		<CategoryMask>Fighter | AntiBomber</CategoryMask>
		<Property_Flags>SmallShip</Property_Flags>
		<Ship_Class>Fighter</Ship_Class>
		<Is_Escort>No</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

		<Squadron_Capacity>0</Squadron_Capacity>
		<Number_per_Squadron>3</Number_per_Squadron>
		<Maintenance_Cost>0.1</Maintenance_Cost>

	<!-- Behavior - Death Info -->
		<SpaceBehavior>ABILITY_COUNTDOWN, FIGHTER_LOCOMOTOR, SELECTABLE, TARGETING, WEAPON, POWERED, SHIELDED, HIDE_WHEN_FOGGED, AMBIENT_SFX, DAMAGE_TRACKING, NEBULA</SpaceBehavior>
		<Avoid_Enemy_Exclusion_Range>500.0</Avoid_Enemy_Exclusion_Range>

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

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

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_TIE_Scout_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_TIE_Scout</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_TIE_Scout</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_TIE_Scout</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_TIE_Scout</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_TIE_Scout</SFXEvent_Guard>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_TIE_Scout</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_TIE_Scout</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_TIE_Scout</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_TIE_Scout</SFXEvent_Health_Critical_Warning>

		<SFXEvent_Ambient_Moving>Unit_TIE_Fighter_Fly_By</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_TIE_Fighter_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_Tie_Fighter_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>FOW_REVEAL_PING</Type>
			<Recharge_Seconds>30.0</Recharge_Seconds>
			<Spawned_Object_Type>Proj_Special_Space_FOW_Reveal_Ping_Blast</Spawned_Object_Type>
			<Effective_Radius>3000.0</Effective_Radius> <!--0.0 means no distance factor, unlimited to entire map - SoaFE: was 0.0-->
			<Area_Effect_Decal_Distance>1000.0</Area_Effect_Decal_Distance>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</SpaceUnit>

	<SpaceUnit Name="TIE_Fighter">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_TIE_FIGHTER</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_FIGHTER,
			GALYANA_CLASS_BLANK,
			STAT_E_TIEFIGHTER_SHIELD,
			STAT_E_TIEFIGHTER_HULL,
			STAT_E_TIEFIGHTER_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_FIGHTER,
			GALYANA_CLASS_BLANK,
			STAT_E_TIEFIGHTER_COST,
			STAT_E_TIEFIGHTER_TIME,
			STAT_E_TIEFIGHTER_SHIELD,
			STAT_E_TIEFIGHTER_HULL,
			STAT_E_TIEFIGHTER_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Y-Wing Z-95_Headhunter_Rebel Skipray_Blastboat</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Corellian_Corvette Crusader_Gunship ShadowClaw_Corvette</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>ev_TieFighter.ALO</Space_Model_Name>
		<Icon_Name>i_button_tie_fighter.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>0</Population_Value>
		<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>

	<!-- Scale - Collision Info -->
		<Mass>0.985</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.6</Scale_Factor>
		<Select_Box_Scale>70</Select_Box_Scale>
		<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collision_Box_Modifier>1.5</Collision_Box_Modifier>
		<Custom_Footprint_Radius>15.0</Custom_Footprint_Radius>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>4.5</Max_Speed>
		<Min_Speed>2.5</Min_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>40</Bank_Turn_Angle>
		<Max_Thrust>1.0</Max_Thrust>
		<Max_Lift>4</Max_Lift>
		<Begin_Turn_Towards_Distance>800.0</Begin_Turn_Towards_Distance>

		<Hyperspace>No</Hyperspace>
		<Hyperspace_Speed>0.0</Hyperspace_Speed>

	<!-- Statistics Info -->
		<Shield_Armor_Type/>
		<Shield_Points>0</Shield_Points>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter</Armor_Type>
		<Tactical_Health>60</Tactical_Health>
		<Energy_Capacity>200</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
		<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>

	<!-- Damage - Targeting Info -->
		<Damage>2</Damage>
		<AI_Combat_Power>30</AI_Combat_Power>
		<Damage_Type>Damage_Strike</Damage_Type>
		<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Green</Projectile_Types>
		<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>

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

		<Fires_Forward>No</Fires_Forward>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Turret_Rotate_Extent_Degrees>30</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>

		<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
		<Space_FOW_Reveal_Range>500.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>450.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

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

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

		<CategoryMask>Fighter | AntiBomber</CategoryMask>
		<Property_Flags>SmallShip</Property_Flags>
		<Ship_Class>Fighter</Ship_Class>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

		<Squadron_Capacity>0</Squadron_Capacity>
		<Number_per_Squadron>7</Number_per_Squadron>
		<Maintenance_Cost>0.1</Maintenance_Cost>

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

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

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

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_TIE_Fighter_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_TIE_Fighter</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_TIE_Fighter</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_TIE_Fighter</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_TIE_Fighter</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_TIE_Fighter</SFXEvent_Guard>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_TIE_Fighter</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_TIE_Fighter</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_TIE_Fighter</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_TIE_Fighter</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Enemy_Damaged_Health_Low_Warning>Unit_Enemy_Health_Low_Tie_Fighter</SFXEvent_Enemy_Damaged_Health_Low_Warning>
		<SFXEvent_Enemy_Damaged_Health_Critical_Warning>Unit_Enemy_Health_Critical_Tie_Fighter</SFXEvent_Enemy_Damaged_Health_Critical_Warning>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_TIE_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_TIE_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_TIE_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_TIE_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_TIE_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_TIE_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_TIE_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Tie_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_TIE_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_TIE_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_TIE_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_TIE_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_TIE_Fighter</SFXEvent_Attack_Hardpoint>

		<!--Test: Each TIE fighter will play a 3D ambient "flyby" sound every X to Y seconds-->
		<!--Note: To invoke SFXEvent_Ambient, AMBIENT_SFX behavior needs to be added to the behavior list-->
		<SFXEvent_Ambient_Moving>Unit_TIE_Fighter_Fly_By</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_TIE_Fighter_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>HUNT</Type>
			<Mod_Multiplier>SPEED_MULTIPLIER,			1.05f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Patrol_Tie_Fighter</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</SpaceUnit>

	<SpaceUnit Name="TIE_Fighter_TechTree">
		<Variant_of_Existing_Type>TIE_Fighter</Variant_of_Existing_Type>
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>
	<SpaceUnit Name="TIE_Fighter_TechTree2">
		<Variant_of_Existing_Type>TIE_Fighter</Variant_of_Existing_Type>
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>
	<SpaceUnit Name="TIE_Fighter_E3">
		<Variant_Of_Existing_Type>TIE_Fighter</Variant_Of_Existing_Type>
		<Tactical_Health>200</Tactical_Health>
	</SpaceUnit>

	<SpaceUnit Name="UEAW_Tie_Droid">
	<!-- Encyclopedia Info -->
		<Text_ID>UEAW_UNIT_TIE_DROID</Text_ID>
		<Encyclopedia_Text>
			UEAW_TOOLTIP_TIE_DROID,
			GALYANA_CLASS_BLANK,
			STAT_E_TIEDROID_SHIELD,
			STAT_E_TIEDROID_HULL,
			STAT_E_TIEDROID_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			UEAW_TOOLTIP_TIE_DROID,
			GALYANA_CLASS_BLANK,
			STAT_E_TIEDROID_COST,
			STAT_E_TIEDROID_TIME,
			STAT_E_TIEDROID_SHIELD,
			STAT_E_TIEDROID_HULL,
			STAT_E_TIEDROID_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Y-wing Prowler-B Z-95_Headhunter_Hutts</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>UEAW_EWing UEAW_Aggressor_Assault_Fighter Mirage_MK2</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>UEAW_Tie_Droid.ALO</Space_Model_Name>
		<Icon_Name>UEAW_BUTTON_TIE_DROID.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>0</Population_Value>
		<No_Colorization_Color>50, 50, 50, 255</No_Colorization_Color>

	<!-- Scale - Collision Info -->
		<Mass>0.98</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>1.5</Scale_Factor>
		<Select_Box_Scale>28</Select_Box_Scale>
		<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collision_Box_Modifier>1.5</Collision_Box_Modifier>
		<Custom_Footprint_Radius>15.0</Custom_Footprint_Radius>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>5.0</Max_Speed>
		<Min_Speed>3.0</Min_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>40</Bank_Turn_Angle>
		<Max_Thrust>1.0</Max_Thrust>
		<Max_Lift>4</Max_Lift>
		<Begin_Turn_Towards_Distance>800.0</Begin_Turn_Towards_Distance>

		<Hyperspace>No</Hyperspace>
		<Hyperspace_Speed>0.0</Hyperspace_Speed>

	<!-- Statistics Info -->
		<Shield_Armor_Type/>
		<Shield_Points>0</Shield_Points>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter</Armor_Type>
		<Tactical_Health>75</Tactical_Health>
		<Energy_Capacity>250</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
		<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>

	<!-- Damage - Targeting Info -->
		<Damage>5</Damage>
		<AI_Combat_Power>45</AI_Combat_Power>

<!--		<HardPoints>UEAW_Tie_Droid_Laser</HardPoints>-->

		<Damage_Type>Damage_Strike</Damage_Type>
		<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Green</Projectile_Types>
		<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>

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

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

		<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
		<Space_FOW_Reveal_Range>500.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>450.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

	<!-- Formation Info -->
		<Formation_Priority>1</Formation_Priority>
		<FormationOrder>2</FormationOrder>
		<Minimum_Follow_Distance>25.0</Minimum_Follow_Distance>
		<Strafe_Distance>500.0</Strafe_Distance>

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

		<CategoryMask>Fighter | AntiBomber</CategoryMask>
		<Property_Flags>SmallShip</Property_Flags>
		<Ship_Class>Fighter</Ship_Class>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

		<Squadron_Capacity>0</Squadron_Capacity>
		<Number_per_Squadron>5</Number_per_Squadron>
		<Maintenance_Cost>0.1</Maintenance_Cost>

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

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

		<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
		<Spin_Away_On_Death_Chance>0.1</Spin_Away_On_Death_Chance>
		<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
		<Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion>
		<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_TIE_Fighter_Fire</SFXEvent_Fire>
		<SFXEvent_Select>UEAW_Select_Tie_Droid</SFXEvent_Select>
		<SFXEvent_Move>UEAW_Move_Tie_Droid</SFXEvent_Move>
		<SFXEvent_Fleet_Move>UEAW_Fleet_Move_Tie_Droid</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>UEAW_Attack_Tie_Droid</SFXEvent_Attack>
		<SFXEvent_Guard>UEAW_Guard_Tie_Droid</SFXEvent_Guard>
		<SFXEvent_Move_Into_Asteroid_Field>UEAW_Asteroids_Tie_Droid</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>UEAW_Nebula_Tie_Droid</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Health_Low_Warning>UEAW_Health_Low_Tie_Droid</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>UEAW_Health_Critical_Tie_Droid</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Enemy_Damaged_Health_Low_Warning>UEAW_Enemy_Health_Low_Tie_Droid</SFXEvent_Enemy_Damaged_Health_Low_Warning>
		<SFXEvent_Enemy_Damaged_Health_Critical_Warning>UEAW_Enemy_Health_Critical_Tie_Droid</SFXEvent_Enemy_Damaged_Health_Critical_Warning>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, UEAW_HP_Laser_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, UEAW_HP_Missile_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, UEAW_HP_Torp_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, UEAW_HP_Ion_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, UEAW_HP_Shields_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, UEAW_HP_Engines_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, UEAW_HP_Grav_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, UEAW_HP_Bay_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, UEAW_Attack_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, UEAW_Attack_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, UEAW_Attack_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, UEAW_Attack_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, UEAW_Attack_Tie_Droid</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Ambient_Moving>Unit_TIE_Fighter_Fly_By</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_TIE_Fighter_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>HUNT</Type>
			<Mod_Multiplier>SPEED_MULTIPLIER,			1.05f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>UEAW_Patrol_Tie_Droid</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</SpaceUnit>

	<SpaceUnit Name="TIE_Phantom">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_TIE_PHANTOM</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_PHANTOM,
			GALYANA_CLASS_BLANK,
			STAT_E_TIEPHANTOM_SHIELD,
			STAT_E_TIEPHANTOM_HULL,
			STAT_E_TIEPHANTOM_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_PHANTOM,
			GALYANA_CLASS_BLANK,
			STAT_E_TIEPHANTOM_COST,
			STAT_E_TIEPHANTOM_TIME,
			STAT_E_TIEPHANTOM_SHIELD,
			STAT_E_TIEPHANTOM_HULL,
			STAT_E_TIEPHANTOM_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>X-wing Prowler-B Pirate_Fighter_H</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>A-Wing UEAW_Aggressor_Assault_Fighter Viper</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>EV_TIE_PHANTOM.ALO</Space_Model_Name>
		<Icon_Name>i_button_EV_TIE_Phantom.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>0</Population_Value>
		<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>

	<!-- Scale - Collision Info -->
		<Mass>0.985</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.35</Scale_Factor>
		<Select_Box_Scale>120</Select_Box_Scale>
		<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collision_Box_Modifier>1.5</Collision_Box_Modifier>
		<Custom_Footprint_Radius>15.0</Custom_Footprint_Radius>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>6.5</Max_Speed>
		<Min_Speed>3.5</Min_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>40</Bank_Turn_Angle>
		<Max_Thrust>1.0</Max_Thrust>
		<Max_Lift>4</Max_Lift>
		<Begin_Turn_Towards_Distance>800.0</Begin_Turn_Towards_Distance>

		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>1.5</Hyperspace_Speed>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
		<Shield_Points>50</Shield_Points>
		<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter</Armor_Type>
		<Tactical_Health>80</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
		<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>

	<!-- Damage - Targeting Info -->
		<Damage>3</Damage>
		<AI_Combat_Power>50</AI_Combat_Power>
		<Damage_Type>Damage_Strike</Damage_Type>
		<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Green</Projectile_Types>
		<Projectile_Fire_Pulse_Count>9</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy>Fighter, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Bomber, 3.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Transport, 1.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Corvette, 15.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Frigate, 15.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Capital, 15.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Super, 15.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Structure, 10.0</Targeting_Fire_Inaccuracy>

		<Fires_Forward>No</Fires_Forward>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Turret_Rotate_Extent_Degrees>45</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>45</Turret_Elevate_Extent_Degrees>

		<Land_FOW_Reveal_Range>160.0</Land_FOW_Reveal_Range>
		<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.25</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

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

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

		<CategoryMask>Fighter | AntiBomber</CategoryMask>
		<Property_Flags>SmallShip</Property_Flags>
		<Ship_Class>Fighter</Ship_Class>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

		<Squadron_Capacity>0</Squadron_Capacity>
		<Number_per_Squadron>3</Number_per_Squadron>
		<Maintenance_Cost>0.1</Maintenance_Cost>

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

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

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

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_TIE_Fighter_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Tie_Phantom</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Tie_Phantom</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Tie_Phantom</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Tie_Phantom</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Tie_Phantom</SFXEvent_Guard>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Tie_Phantom</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Tie_Phantom</SFXEvent_Move_Into_Nebula>
		<!--SoaFE - TIE Phantoms do not have hardpoint targeting specific sfx-->

		<!--Test: Each TIE fighter will play a 3D ambient "flyby" sound every X to Y seconds-->
		<!--Note: To invoke SFXEvent_Ambient, AMBIENT_SFX behavior needs to be added to the behavior list-->
		<SFXEvent_Ambient_Moving>Unit_TIE_Fighter_Fly_By</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_TIE_Fighter_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>STEALTH</Type>
			<Alternate_Icon_Name>i_sa_stealth.tga</Alternate_Icon_Name>
			<GUI_Activated_Ability_Name>Stealth_Phantom</GUI_Activated_Ability_Name>
			<Recharge_Seconds>10.0</Recharge_Seconds>
			<Expiration_Seconds>80.0</Expiration_Seconds>
			<SFXEvent_GUI_Unit_Ability_Activated> Unit_Stealth_On_Tie_Phantom </SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated> Unit_Stealth_Off_Tie_Phantom </SFXEvent_GUI_Unit_Ability_Deactivated>
		</Unit_Ability>
	</Unit_Abilities_Data>

	<Abilities SubObjectList="Yes">
		<Stealth_Ability Name="Stealth_Phantom">
			<Activation_Style> User_Input </Activation_Style>
			<Stealth_Color>255, 255, 255, 255</Stealth_Color>
			<Stealth_Transition_Time>0.8</Stealth_Transition_Time>
			<SFXEvent_Activate>Unit_Lightsaber_Projectile_Block</SFXEvent_Activate>
		</Stealth_Ability>
		<Galactic_Stealth_Ability Name="Phantom_Galactic_Stealth">
			<Initially_Enabled>Yes</Initially_Enabled>
			<Activation_Style>Galactic_Automatic</Activation_Style>
			<Causes_Despawn>No</Causes_Despawn>
			<Evade_Detection_Chance>0.0</Evade_Detection_Chance>
		</Galactic_Stealth_Ability>
	</Abilities>
	</SpaceUnit>

	<SpaceUnit Name="TIE_Interceptor">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_TIE_INTERCEPTOR</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_INTERCEPTOR,
			GALYANA_CLASS_BLANK,
			STAT_E_TIEINTERCEPTOR_SHIELD,
			STAT_E_TIEINTERCEPTOR_HULL,
			STAT_E_TIEINTERCEPTOR_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_INTERCEPTOR,
			GALYANA_CLASS_BLANK,
			STAT_E_TIEINTERCEPTOR_COST,
			STAT_E_TIEINTERCEPTOR_TIME,
			STAT_E_TIEINTERCEPTOR_SHIELD,
			STAT_E_TIEINTERCEPTOR_HULL,
			STAT_E_TIEINTERCEPTOR_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>X-wing Starviper_Fighter Hutt_V-wing_Fighter</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Corellian_Corvette Buzz_Droids Mirage_MK2</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>EV_TIE_INTERCEPTOR.ALO</Space_Model_Name>
		<Icon_Name>i_button_EV_TIE_Interceptor.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>0</Population_Value>
		<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>

	<!-- Scale - Collision Info -->
		<Mass>0.985</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.6</Scale_Factor>
		<Select_Box_Scale>70</Select_Box_Scale>
		<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collision_Box_Modifier>1.5</Collision_Box_Modifier>
		<Custom_Footprint_Radius>15.0</Custom_Footprint_Radius>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>5.5</Max_Speed>
		<Min_Speed>3.5</Min_Speed>
		<Max_Rate_Of_Turn>5.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>5.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>40</Bank_Turn_Angle>
		<Max_Thrust>2.0</Max_Thrust>
		<Max_Lift>4</Max_Lift>
		<Begin_Turn_Towards_Distance>800.0</Begin_Turn_Towards_Distance>

		<Hyperspace>No</Hyperspace>
		<Hyperspace_Speed>0.0</Hyperspace_Speed>

	<!-- Statistics Info -->
		<Shield_Armor_Type/>
		<Shield_Points>0</Shield_Points>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter</Armor_Type>
		<Tactical_Health>80</Tactical_Health>
		<Energy_Capacity>300</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
		<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>

	<!-- Damage - Targeting Info -->
		<Damage>3</Damage>
		<AI_Combat_Power>60</AI_Combat_Power>
		<Damage_Type>Damage_Strike</Damage_Type>
		<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Green</Projectile_Types>
		<Projectile_Fire_Pulse_Count>8</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.4</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>3.0</Projectile_Fire_Recharge_Seconds>

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

		<Fires_Forward>No</Fires_Forward>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Turret_Rotate_Extent_Degrees>45</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>45</Turret_Elevate_Extent_Degrees>

		<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
		<Space_FOW_Reveal_Range>500.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

	<!-- Formation Info -->
		<Formation_Priority>1</Formation_Priority>
		<FormationOrder>1</FormationOrder>
		<Minimum_Follow_Distance>60.0</Minimum_Follow_Distance>
		<Strafe_Distance>400.0</Strafe_Distance>

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

		<CategoryMask>Fighter | AntiBomber</CategoryMask>
		<Property_Flags>SmallShip</Property_Flags>
		<Ship_Class>Fighter</Ship_Class>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

		<Squadron_Capacity>0</Squadron_Capacity>
		<Number_per_Squadron>7</Number_per_Squadron>
		<Maintenance_Cost>0.1</Maintenance_Cost>

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

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

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

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_TIE_Fighter_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Tie_Interceptor</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Tie_Interceptor</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Tie_Interceptor</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Tie_Interceptor</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Tie_Interceptor</SFXEvent_Guard>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Tie_Interceptor</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Tie_Interceptor</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_Tie_Interceptor</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_Tie_Interceptor</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Enemy_Damaged_Health_Low_Warning>Unit_Enemy_Health_Low_Tie_Interceptor</SFXEvent_Enemy_Damaged_Health_Low_Warning>
		<SFXEvent_Enemy_Damaged_Health_Critical_Warning>Unit_Enemy_Health_Critical_Tie_Interceptor</SFXEvent_Enemy_Damaged_Health_Critical_Warning>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Tie_Interceptor</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Tie_Interceptor</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Tie_Interceptor</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Tie_Interceptor</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Tie_Interceptor</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Tie_Interceptor</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Tie_Interceptor</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Tie_Interceptor</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Tie_Interceptor</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Tie_Interceptor</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Tie_Interceptor</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Tie_Interceptor</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Tie_Interceptor</SFXEvent_Attack_Hardpoint>

		<!--Test: Each TIE fighter will play a 3D ambient "flyby" sound every X to Y seconds-->
		<!--Note: To invoke SFXEvent_Ambient, AMBIENT_SFX behavior needs to be added to the behavior list-->
		<SFXEvent_Ambient_Moving>Unit_TIE_Fighter_Fly_By</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_TIE_Fighter_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>HUNT</Type>
			<Mod_Multiplier>SPEED_MULTIPLIER,			1.05f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Patrol_Tie_Interceptor</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</SpaceUnit>

	<SpaceUnit Name="TIE_Interceptor_TechTree">
		<Variant_of_Existing_Type>TIE_Interceptor</Variant_of_Existing_Type>
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>
	<SpaceUnit Name="TIE_Interceptor_TechTree2">
		<Variant_of_Existing_Type>TIE_Interceptor</Variant_of_Existing_Type>
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>
	<SpaceUnit Name="TIE_Interceptor_TechTree3">
		<Variant_of_Existing_Type>TIE_Interceptor</Variant_of_Existing_Type>
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>
	<SpaceUnit Name="TIE_Interceptor_TechTree4">
		<Variant_of_Existing_Type>TIE_Interceptor</Variant_of_Existing_Type>
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>

	<SpaceUnit Name="UEAW_TIE_Advanced">
	<!-- Encyclopedia Info -->
		<Text_ID>UEAW_UNIT_TIE_ADVANCED</Text_ID>
		<Encyclopedia_Text>
			UEAW_TOOLTIP_TIE_ADVANCED,
			GALYANA_CLASS_BLANK,
			STAT_E_TIEAVENGER_SHIELD,
			STAT_E_TIEAVENGER_HULL,
			STAT_E_TIEAVENGER_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			UEAW_TOOLTIP_TIE_ADVANCED,
			GALYANA_CLASS_BLANK,
			STAT_E_TIEAVENGER_COST,
			STAT_E_TIEAVENGER_TIME,
			STAT_E_TIEAVENGER_SHIELD,
			STAT_E_TIEAVENGER_HULL,
			STAT_E_TIEAVENGER_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>UEAW_EWing Starviper_Fighter Aqulamator_Bomber</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Corellian_Gunboat Pelleaon_Star_Destroyer Kavadonia_Corvette</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>EV_TIEADVANCED.ALO</Space_Model_Name>
		<Icon_Name>i_button_EV_TIEADVANCED.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>0</Population_Value>
		<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>

	<!-- Scale - Collision Info -->
		<Mass>0.985</Mass>
		<Size_Value>4</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Select_Box_Scale>56</Select_Box_Scale>
		<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collision_Box_Modifier>1.5</Collision_Box_Modifier>
		<Custom_Footprint_Radius>7.0</Custom_Footprint_Radius>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>6.0</Max_Speed>
		<Min_Speed>3.0</Min_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>4.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>40</Bank_Turn_Angle>
		<Max_Thrust>1.0</Max_Thrust>
		<Max_Lift>4</Max_Lift>
		<Begin_Turn_Towards_Distance>550.0</Begin_Turn_Towards_Distance>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
		<Shield_Points>150</Shield_Points>
		<Shield_Refresh_Rate>6</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter</Armor_Type>
		<Tactical_Health>100</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>200</Energy_Refresh_Rate>
		<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>

	<!-- Damage - Targeting Info -->
		<Damage>9</Damage>
		<AI_Combat_Power>75</AI_Combat_Power>
<!--		<Damage_Type>Damage_Strike</Damage_Type> Damage_Type defined in projectile data-->
		<Projectile_Types>Proj_Ship_Medium_Laser_Cannon_Green_TIEAvenger</Projectile_Types>
		<Projectile_Fire_Pulse_Count>3</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>0.5</Projectile_Fire_Recharge_Seconds>

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

		<Fires_Forward>No</Fires_Forward>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Turret_Rotate_Extent_Degrees>30</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>50</Turret_Elevate_Extent_Degrees>

		<Land_FOW_Reveal_Range>200.0</Land_FOW_Reveal_Range>
		<Space_FOW_Reveal_Range>700.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>600.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

	<!-- Formation Info -->
		<Formation_Priority>1</Formation_Priority>
		<FormationOrder>1</FormationOrder>
		<Minimum_Follow_Distance>25.0</Minimum_Follow_Distance>
		<Strafe_Distance>500.0</Strafe_Distance>

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

		<CategoryMask>Fighter | AntiFighter | AntiBomber</CategoryMask>
		<Property_Flags>SmallShip</Property_Flags>
		<Ship_Class>Fighter</Ship_Class>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

		<Squadron_Capacity>0</Squadron_Capacity>
		<Number_per_Squadron>3</Number_per_Squadron>
		<Maintenance_Cost>0.1</Maintenance_Cost>

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

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

		<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
		<Spin_Away_On_Death_Chance>0.3</Spin_Away_On_Death_Chance>
		<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
		<Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion>
		<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_Tie_Fighter_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_TIE_Fighter_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_TIE_Fighter</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_TIE_Fighter</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_TIE_Fighter</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_TIE_Fighter</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_TIE_Fighter</SFXEvent_Guard>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_TIE_Fighter</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_TIE_Fighter</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_TIE_Fighter</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_TIE_Fighter</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Enemy_Damaged_Health_Low_Warning>Unit_Enemy_Health_Low_Tie_Fighter</SFXEvent_Enemy_Damaged_Health_Low_Warning>
		<SFXEvent_Enemy_Damaged_Health_Critical_Warning>Unit_Enemy_Health_Critical_Tie_Fighter</SFXEvent_Enemy_Damaged_Health_Critical_Warning>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_TIE_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_TIE_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_TIE_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_TIE_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_TIE_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_TIE_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_TIE_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Tie_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_TIE_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_TIE_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_TIE_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_TIE_Fighter</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_TIE_Fighter</SFXEvent_Attack_Hardpoint>

		<!--Test: Each TIE fighter will play a 3D ambient "flyby" sound every X to Y seconds-->
		<!--Note: To invoke SFXEvent_Ambient, AMBIENT_SFX behavior needs to be added to the behavior list-->
		<SFXEvent_Ambient_Moving>Unit_TIE_Fighter_Fly_By</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_TIE_Fighter_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_Tie_Fighter_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>ION_CANNON_SHOT</Type>
			<Alternate_Name_Text>Galyana_Ability_Fire_Missile</Alternate_Name_Text>
			<Alternate_Description_Text>Galyana_Ability_Text_Fire_Missile</Alternate_Description_Text>
			<Alternate_Icon_Name>I_SA_FIRE_MISSILE_02.TGA</Alternate_Icon_Name>
		</Unit_Ability>
		<Unit_Ability>
			<Type>POWER_TO_WEAPONS</Type>
			<Mod_Multiplier>SPEED_MULTIPLIER,		0.5f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	-5.0</Mod_Multiplier> <!-- was -10.0 -->
			<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.4f</Mod_Multiplier>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.5f</Mod_Multiplier>
			<Recharge_Seconds>40</Recharge_Seconds>
			<Expiration_Seconds>5</Expiration_Seconds>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Tie_Defender</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated/>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</SpaceUnit>

	<SpaceUnit Name="UEAW_TIE_Advanced_TechTree">
		<Variant_of_Existing_Type>UEAW_TIE_Advanced</Variant_of_Existing_Type>
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>

<!-- Bombers -->
	<SpaceUnit Name="TIE_Bomber">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_TIE_BOMBER</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_BOMBER,
			GALYANA_CLASS_BLANK,
			STAT_E_TIEBOMBER_SHIELD,
			STAT_E_TIEBOMBER_HULL,
			STAT_E_TIEBOMBER_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_BOMBER,
			GALYANA_CLASS_BLANK,
			STAT_E_TIEBOMBER_COST,
			STAT_E_TIEBOMBER_TIME,
			STAT_E_TIEBOMBER_SHIELD,
			STAT_E_TIEBOMBER_HULL,
			STAT_E_TIEBOMBER_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOMBER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Calamari_Cruiser Vengeance_Frigate Nebulon_B_Frigate</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Corellian_Corvette X-wing Starviper_Fighter</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>EV_TIEBOMBER.ALO</Space_Model_Name>
		<Icon_Name>i_button_tie_bomber.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>0</Population_Value>
		<No_Colorization_Color>60, 60, 60, 255</No_Colorization_Color>

	<!-- Scale - Collision Info -->
		<Mass>0.985</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.6</Scale_Factor>
		<Select_Box_Scale>70</Select_Box_Scale>
		<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collision_Box_Modifier>2.0</Collision_Box_Modifier>
		<Custom_Footprint_Radius>15.0</Custom_Footprint_Radius>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>3.0</Max_Speed>
		<Min_Speed>2.0</Min_Speed>
		<Max_Rate_Of_Turn>1.3</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>3.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>30</Bank_Turn_Angle>
		<Max_Thrust>1.0</Max_Thrust>
		<Max_Lift>3</Max_Lift>
		<Begin_Turn_Towards_Distance>200.0</Begin_Turn_Towards_Distance>

		<Hyperspace>No</Hyperspace>
		<Hyperspace_Speed>0.0</Hyperspace_Speed>

	<!-- Statistics Info -->
		<Shield_Armor_Type/>
		<Shield_Points>0</Shield_Points>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Armor_Type>Armor_Bomber</Armor_Type>
		<Tactical_Health>75</Tactical_Health>
		<Energy_Capacity>250</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
		<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>

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

		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>

		<HardPoints>
			HP_TIE_BOMBER_00,
			HP_TIE_BOMBER_01
		</HardPoints>

		<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
		<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.25</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Bomber</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

		<Air_Vehicle_Turret_Target>Yes</Air_Vehicle_Turret_Target>

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

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

		<CategoryMask>Bomber | AntiCapital</CategoryMask>
		<Property_Flags>SmallShip</Property_Flags>
		<Ship_Class>Bomber</Ship_Class>
		<Is_Escort>No</Is_Escort>
		<Is_Bomber>Yes</Is_Bomber>
		<Land_Bomber_Type>TIE_Bomber_Bombing_Run</Land_Bomber_Type>

		<Squadron_Capacity>0</Squadron_Capacity>
		<Number_per_Squadron>4</Number_per_Squadron>
		<Maintenance_Cost>0.1</Maintenance_Cost>

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

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

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

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_TIE_Bomber_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_TIE_Bomber</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_TIE_Bomber</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_TIE_Bomber</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_TIE_Bomber</SFXEvent_Attack>
		<SFXEvent_Select>Unit_Select_TIE_Bomber</SFXEvent_Select>
		<SFXEvent_Guard>Unit_Guard_TIE_Bomber</SFXEvent_Guard>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_TIE_Bomber</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_TIE_Bomber</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Health_Low_Warning>Unit_Health_Low_TIE_Bomber</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_TIE_Bomber</SFXEvent_Health_Critical_Warning>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_TIE_Bomber</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_TIE_Bomber</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_TIE_Bomber</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_TIE_Bomber</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_TIE_Bomber</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_TIE_Bomber</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_Attack_TIE_Bomber</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_BAY_Tie_Bomber</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_TIE_Bomber</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_TIE_Bomber</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_TIE_Bomber</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_TIE_Bomber</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_TIE_Bomber</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

		<SFXEvent_Ambient_Moving>Unit_TIE_Bomber_Fly_By</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_TIE_Bomber_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Death_SFX</Death_SFXEvent_Start_Die>
	</SpaceUnit>

	<SpaceUnit Name="TIE_Bomber_TechTree">
		<Variant_of_Existing_Type>TIE_Bomber</Variant_of_Existing_Type>
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>
	<SpaceUnit Name="TIE_Bomber_TechTree2">
		<Variant_of_Existing_Type>TIE_Bomber</Variant_of_Existing_Type>
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>
	<SpaceUnit Name="TIE_Bomber_TechTree3">
		<Variant_of_Existing_Type>TIE_Bomber</Variant_of_Existing_Type>
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>
	<SpaceUnit Name="TIE_Bomber_TechTree4">
		<Variant_of_Existing_Type>TIE_Bomber</Variant_of_Existing_Type>
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>
	<SpaceUnit Name="TIE_Bomber_E3">
		<Variant_Of_Existing_Type>TIE_Bomber</Variant_Of_Existing_Type>
		<Tactical_Health>200</Tactical_Health>
	</SpaceUnit>

	<SpaceUnit Name="Assault_Gunboat">
	<!-- Encyclopedia Info -->
		<Text_ID>UEAW_UNIT_ASSAULT_GUNBOAT</Text_ID>
		<Encyclopedia_Text>
			UEAW_TOOLTIP_ASSAULT_GUNBOAT_CLASS_I,
			GALYANA_CLASS_BLANK,
			STAT_E_ASSAULTGUNBOAT_SHIELD,
			STAT_E_ASSAULTGUNBOAT_HULL,
			STAT_E_ASSAULTGUNBOAT_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			UEAW_TOOLTIP_ASSAULT_GUNBOAT_CLASS_I,
			GALYANA_CLASS_BLANK,
			STAT_E_ASSAULTGUNBOAT_COST,
			STAT_E_ASSAULTGUNBOAT_TIME,
			STAT_E_ASSAULTGUNBOAT_SHIELD,
			STAT_E_ASSAULTGUNBOAT_HULL,
			STAT_E_ASSAULTGUNBOAT_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_BOMBER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Venator_Cruiser Recusant_Destroyer Hutt_Dreadnaught</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Corellian_Corvette Marauder_Missile_Cruiser IPV1_System_Patrol_Craft</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>UEAW_Assault_Gunboat.ALO</Space_Model_Name>
		<Icon_Name>UEAW_BUTTON_ASSAULT_GUNBOAT.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>0</Population_Value>
		<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>

	<!-- Scale - Collision Info -->
		<Mass>0.98</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.75</Scale_Factor>
		<Select_Box_Scale>56</Select_Box_Scale>
		<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collision_Box_Modifier>1.5</Collision_Box_Modifier>
		<Custom_Footprint_Radius>15.0</Custom_Footprint_Radius>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>3.6</Max_Speed>
		<Min_Speed>3.0</Min_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>3.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>40</Bank_Turn_Angle>
		<Max_Thrust>1.0</Max_Thrust>
		<Max_Lift>4</Max_Lift>
		<Begin_Turn_Towards_Distance>675.0</Begin_Turn_Towards_Distance>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
		<Shield_Points>90</Shield_Points>
		<Shield_Refresh_Rate>6</Shield_Refresh_Rate>
		<Armor_Type>Armor_Bomber</Armor_Type>
		<Tactical_Health>60</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
		<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>

	<!-- Damage - Targeting Info -->
		<Damage>6</Damage>
		<AI_Combat_Power>70</AI_Combat_Power>

		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>

		<HardPoints>
			UEAW_Assault_Gunboat_Laser,
			UEAW_Assault_Gunboat_Ion_Cannon,
			UEAW_Assault_Gunboat_Missile_1,
			UEAW_Assault_Gunboat_Missile_2,
			UEAW_Assault_Gunboat_Missile_3
		</HardPoints>

		<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
		<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.25</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>500.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Assault_Gunboat_TP</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

	<!-- Formation Info -->
		<Formation_Priority>1</Formation_Priority>
		<FormationOrder>2</FormationOrder>
		<Minimum_Follow_Distance>40.0</Minimum_Follow_Distance>
		<Strafe_Distance>500.0</Strafe_Distance>

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

		<CategoryMask>Bomber | AntiFrigate | AntiBomber</CategoryMask>
		<Property_Flags>SmallShip</Property_Flags>
		<Ship_Class>Bomber</Ship_Class>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>Yes</Is_Bomber>
		<Land_Bomber_Type>Assault_Gunboat_Bombing_Run</Land_Bomber_Type>

		<Squadron_Capacity>0</Squadron_Capacity>
		<Number_per_Squadron>3</Number_per_Squadron>
		<Maintenance_Cost>0.1</Maintenance_Cost>

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

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

		<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
		<Spin_Away_On_Death_Chance>0.3</Spin_Away_On_Death_Chance>
		<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
		<Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion>
		<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_X_Wing_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_TIE_Fighter_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Gunboat</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Gunboat</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Gunboat</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Gunboat</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Gunboat</SFXEvent_Guard>
		<SFXEvent_Stop>Unit_Stop_Gunboat</SFXEvent_Stop>
		<SFXEvent_Barrage>Unit_Barrage_Gunboat</SFXEvent_Barrage>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Gunboat</SFXEvent_Move_Into_Nebula>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Gunboat</SFXEvent_Move_Into_Asteroid_Field>
<!--		<SFXEvent_Health_Low_Warning>Unit_Health_Low_TIE_Fighter</SFXEvent_Health_Low_Warning>
		<SFXEvent_Health_Critical_Warning>Unit_Health_Critical_TIE_Fighter</SFXEvent_Health_Critical_Warning>
		<SFXEvent_Enemy_Damaged_Health_Low_Warning>Unit_Enemy_Health_Low_Tie_Fighter</SFXEvent_Enemy_Damaged_Health_Low_Warning>
		<SFXEvent_Enemy_Damaged_Health_Critical_Warning>Unit_Enemy_Health_Critical_Tie_Fighter</SFXEvent_Enemy_Damaged_Health_Critical_Warning>-->

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Gunboat</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Gunboat</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Gunboat</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Gunboat</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Gunboat</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Gunboat</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_HP_GRAV_Gunboat</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Gunboat</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Gunboat</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Gunboat</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Gunboat</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Gunboat</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Gunboat</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_LASER, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_MISSILE, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

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

		<Death_SFXEvent_Start_Die>Unit_X_Wing_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>POWER_TO_WEAPONS</Type>
			<Expiration_Seconds>10</Expiration_Seconds>
			<Recharge_Seconds>60</Recharge_Seconds>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.5f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	-3.0f</Mod_Multiplier> <!-- was -2.0 -->
			<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.4f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,			0.5f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Gunboat</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
		<Unit_Ability>
			<Type>TURBO</Type>
			<Expiration_Seconds>15</Expiration_Seconds>
			<Recharge_Seconds>60</Recharge_Seconds>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	3.0f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	0.0f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,			1.5f</Mod_Multiplier>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Speed_Gunboat</SFXEvent_GUI_Unit_Ability_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</SpaceUnit>

	<SpaceUnit Name="Assault_Gunboat_TechTree">
		<Variant_of_Existing_Type>Assault_Gunboat</Variant_of_Existing_Type>
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>
	<SpaceUnit Name="Assault_Gunboat_TechTree2">
		<Variant_of_Existing_Type>Assault_Gunboat</Variant_of_Existing_Type>
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>

	<SpaceUnit Name="TIE_Defender">
	<!-- Encyclopedia Info -->
		<Text_ID>TEXT_UNIT_TIE_DEFENDER</Text_ID>
		<Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_DEFENDER,
			GALYANA_CLASS_BLANK,
			STAT_E_TIEDEFENDER_SHIELD,
			STAT_E_TIEDEFENDER_HULL,
			STAT_E_TIEDEFENDER_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			TEXT_TOOLTIP_TIE_DEFENDER,
			GALYANA_CLASS_BLANK,
			STAT_E_TIEDEFENDER_COST,
			STAT_E_TIEDEFENDER_TIME,
			STAT_E_TIEDEFENDER_SHIELD,
			STAT_E_TIEDEFENDER_HULL,
			STAT_E_TIEDEFENDER_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against>Calamari_Cruiser Krayt_Class_Destroyer Centurion_Destroyer</Encyclopedia_Good_Against>
		<Encyclopedia_Vulnerable_To>Corellian_Corvette Crusader_Gunship Buzz_Droids</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>EV_TIE_DEFENDER.ALO</Space_Model_Name>
		<Icon_Name>i_button_EV_TIE_Defender.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>0</Population_Value>
		<No_Colorization_Color>75, 75, 75, 255</No_Colorization_Color>

	<!-- Scale - Collision Info -->
		<Mass>0.98</Mass>
		<Size_Value>4</Size_Value>
		<Scale_Factor>0.6</Scale_Factor>
		<Select_Box_Scale>70</Select_Box_Scale>
		<Select_Box_Z_Adjust>1.0f</Select_Box_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collision_Box_Modifier>1.5</Collision_Box_Modifier>
		<Custom_Footprint_Radius>7.0</Custom_Footprint_Radius>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>5.0</Max_Speed>
		<Min_Speed>3.0</Min_Speed>
		<Max_Rate_Of_Turn>4.5</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>5.5</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>40</Bank_Turn_Angle>
		<Max_Thrust>1.0</Max_Thrust>
		<Max_Lift>4</Max_Lift>
		<Begin_Turn_Towards_Distance>300.0</Begin_Turn_Towards_Distance>

		<Hyperspace>Yes</Hyperspace>
		<Hyperspace_Speed>1.5</Hyperspace_Speed>

	<!-- Statistics Info -->
		<Shield_Armor_Type>Shield_Fighter</Shield_Armor_Type>
		<Shield_Points>120</Shield_Points>
		<Shield_Refresh_Rate>5</Shield_Refresh_Rate>
		<Armor_Type>Armor_Bomber</Armor_Type>
		<Tactical_Health>120</Tactical_Health>
		<Energy_Capacity>500</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
		<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>

	<!-- Damage - Targeting Info -->
		<Damage>15</Damage>
		<AI_Combat_Power>90</AI_Combat_Power>
<!--		<Damage_Type>Damage_Strike</Damage_Type> Damage_Type defined in projectile data-->
		<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Green_TIEDef</Projectile_Types>
		<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.3</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>1.5</Projectile_Fire_Recharge_Seconds>

		<Fire_Inaccuracy_Distance>Fighter, 2.0</Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance>Bomber, 2.0</Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance>Transport, 2.0</Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance>Corvette, 5.0</Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance>Frigate, 5.0</Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance>Capital, 5.0</Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance>Super, 5.0</Fire_Inaccuracy_Distance>
		<Fire_Inaccuracy_Distance>Structure, 5.0</Fire_Inaccuracy_Distance>

		<Fires_Forward>No</Fires_Forward>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Turret_Rotate_Extent_Degrees>45</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>45</Turret_Elevate_Extent_Degrees>

		<HardPoints>
			HP_TIE_DEFENDER_TORP_00,
			HP_TIE_DEFENDER_ION_00,
			HP_TIE_DEFENDER_ION_01
		</HardPoints>

		<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
		<Space_FOW_Reveal_Range>600.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.5</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>600.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Assault_Gunboat_TP</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

	<!-- Formation Info -->
		<Formation_Priority>1</Formation_Priority>
		<FormationOrder>1</FormationOrder>
		<Minimum_Follow_Distance>25.0</Minimum_Follow_Distance>
		<Strafe_Distance>500.0</Strafe_Distance>

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

		<CategoryMask>Fighter | AntiBomber | AntiCapital</CategoryMask>
		<Property_Flags>SmallShip</Property_Flags>
		<Ship_Class>Bomber</Ship_Class>
		<Is_Escort>Yes</Is_Escort>
		<Is_Bomber>Yes</Is_Bomber>
		<Land_Bomber_Type>TIE_Defender_Bombing_Run</Land_Bomber_Type>

		<Squadron_Capacity>0</Squadron_Capacity>
		<Number_per_Squadron>3</Number_per_Squadron>
		<Maintenance_Cost>0.1</Maintenance_Cost>

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

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

		<Spin_Away_On_Death>Yes</Spin_Away_On_Death>
		<Spin_Away_On_Death_Chance>0.2</Spin_Away_On_Death_Chance>
		<Spin_Away_On_Death_Time>2.0f</Spin_Away_On_Death_Time>
		<Spin_Away_On_Death_Explosion>Small_Explosion_Space_Empire</Spin_Away_On_Death_Explosion>
		<Spin_Away_On_Death_SFXEvent_Start_Die>Unit_Tie_Fighter_Spinning_By</Spin_Away_On_Death_SFXEvent_Start_Die>

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_TIE_Fighter_Fire</SFXEvent_Fire>
		<SFXEvent_Select>Unit_Select_Tie_Defender</SFXEvent_Select>
		<SFXEvent_Move>Unit_Move_Tie_Defender</SFXEvent_Move>
		<SFXEvent_Fleet_Move>Unit_Fleet_Move_Tie_Defender</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>Unit_Attack_Tie_Defender</SFXEvent_Attack>
		<SFXEvent_Guard>Unit_Guard_Tie_Defender</SFXEvent_Guard>
		<SFXEvent_Move_Into_Asteroid_Field>Unit_Asteroids_Tie_Defender</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>Unit_Nebula_Tie_Defender</SFXEvent_Move_Into_Nebula>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, Unit_HP_LASER_Tie_Defender</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, Unit_HP_MISSILE_Tie_Defender</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, Unit_HP_TORP_Tie_Defender</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, Unit_HP_ION_Tie_Defender</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, Unit_HP_SHIELDS_Tie_Defender</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, Unit_HP_ENGINES_Tie_Defender</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, Unit_Attack_Tie_Defender</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, Unit_HP_Bay_Tie_Defender</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, Unit_Attack_Tie_Defender</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, Unit_Attack_Tie_Defender</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, Unit_Attack_Tie_Defender</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, Unit_Attack_Tie_Defender</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, Unit_Attack_Tie_Defender</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_TORPEDO, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>
		<SFXEvent_Hardpoint_Destroyed>HARD_POINT_WEAPON_ION_CANNON, Unit_UR_None</SFXEvent_Hardpoint_Destroyed>

		<Death_SFXEvent_Start_Die>Unit_Tie_Fighter_Death_SFX</Death_SFXEvent_Start_Die>

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>ION_CANNON_SHOT</Type>
		</Unit_Ability>
		<Unit_Ability>
			<Type>POWER_TO_WEAPONS</Type>
			<Mod_Multiplier>WEAPON_DELAY_MULTIPLIER,	0.2f</Mod_Multiplier>
			<Mod_Multiplier>SHIELD_REGEN_MULTIPLIER,	-6.0</Mod_Multiplier> <!-- was -15.0 -->
			<Mod_Multiplier>SHIELD_REGEN_INTERVAL_MULTIPLIER,	0.4f</Mod_Multiplier>
			<Mod_Multiplier>SPEED_MULTIPLIER,			0.4f</Mod_Multiplier>
			<Recharge_Seconds>50</Recharge_Seconds>
			<Expiration_Seconds>6</Expiration_Seconds>
			<SFXEvent_GUI_Unit_Ability_Activated>Unit_Barrage_Tie_Defender</SFXEvent_GUI_Unit_Ability_Activated>
			<SFXEvent_GUI_Unit_Ability_Deactivated/>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</SpaceUnit>

	<SpaceUnit Name="TIE_Defender_TechTree">
		<Variant_of_Existing_Type>TIE_Defender</Variant_of_Existing_Type>
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>
	<SpaceUnit Name="TIE_Defender_TechTree2">
		<Variant_of_Existing_Type>TIE_Defender</Variant_of_Existing_Type>
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>

<!-- Bomb -->
	<SpaceUnit Name="TIE_Bomb1">
	<!-- Encyclopedia Info -->
		<Text_ID>Galyana_Text_TIE_Bomb</Text_ID>
		<Encyclopedia_Text>
			Galyana_Tooltext_TIE_Bomb,
			GALYANA_CLASS_BLANK,
			STAT_E_TIETERRORIST_SHIELD,
			STAT_E_TIETERRORIST_HULL,
			STAT_E_TIETERRORIST_SPEED
		</Encyclopedia_Text>
		<MP_Encyclopedia_Text>
			Galyana_Tooltext_TIE_Bomb,
			GALYANA_CLASS_BLANK,
			STAT_E_TIETERRORIST_COST,
			STAT_E_TIETERRORIST_TIME,
			STAT_E_TIETERRORIST_SHIELD,
			STAT_E_TIETERRORIST_HULL,
			STAT_E_TIETERRORIST_SPEED
		</MP_Encyclopedia_Text>
		<Encyclopedia_Unit_Class>TEXT_ENCYCLOPEDIA_CLASS_FIGHTER</Encyclopedia_Unit_Class>
		<Encyclopedia_Good_Against/>
		<Encyclopedia_Vulnerable_To>A-Wing Prowler-B Cobra</Encyclopedia_Vulnerable_To>

		<Space_Model_Name>EV_TIE_TERRORIST.ALO</Space_Model_Name>
		<Icon_Name>I_BUTTON_TIE_TERRORIST.tga</Icon_Name>
		<Affiliation>Empire</Affiliation>
		<Population_Value>0</Population_Value>
		<No_Colorization_Color>50, 50, 50, 255</No_Colorization_Color>

	<!-- Scale - Collision Info -->
		<Mass>0.995</Mass>
		<Size_Value>8</Size_Value>
		<Scale_Factor>0.25</Scale_Factor>
		<Select_Box_Scale>170</Select_Box_Scale>
		<Select_Box_Z_Adjust>-1</Select_Box_Z_Adjust>
		<Mouse_Collide_Override_Sphere_Radius>35.0</Mouse_Collide_Override_Sphere_Radius>
		<Collidable_By_Projectile_Living>Yes</Collidable_By_Projectile_Living>
		<Collision_Box_Modifier>1.5</Collision_Box_Modifier>
		<Custom_Footprint_Radius>15.0</Custom_Footprint_Radius>

	<!-- Movement Info -->
		<MovementClass>Space</MovementClass>
		<Max_Speed>7.0</Max_Speed>
		<Min_Speed>4.0</Min_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Max_Rate_Of_Roll>4.0</Max_Rate_Of_Roll>
		<Bank_Turn_Angle>40</Bank_Turn_Angle>
		<Max_Thrust>1.0</Max_Thrust>
		<Max_Lift>4</Max_Lift>
		<Begin_Turn_Towards_Distance>300.0</Begin_Turn_Towards_Distance>

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

	<!-- Statistics Info -->
		<Shield_Armor_Type/>
		<Shield_Points>0</Shield_Points>
		<Shield_Refresh_Rate>0</Shield_Refresh_Rate>
		<Armor_Type>Armor_Fighter</Armor_Type>
		<Tactical_Health>30</Tactical_Health>
		<Energy_Capacity>200</Energy_Capacity>
		<Energy_Refresh_Rate>100</Energy_Refresh_Rate>
		<Out_Of_Combat_Defense_Adjustment>-0.5</Out_Of_Combat_Defense_Adjustment>

	<!-- Damage - Targeting Info -->
		<Damage>2</Damage>
		<AI_Combat_Power>15</AI_Combat_Power>
		<Damage_Type>Damage_Strike</Damage_Type>
		<Projectile_Types>Proj_Ship_Small_Laser_Cannon_Green</Projectile_Types>
		<Projectile_Damage>3.0</Projectile_Damage>
		<Projectile_Fire_Pulse_Count>2</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.2</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>2.0</Projectile_Fire_Recharge_Seconds>

		<Targeting_Fire_Inaccuracy>Fighter, 3.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Bomber, 3.0</Targeting_Fire_Inaccuracy>
		<Targeting_Fire_Inaccuracy>Transport, 3.0</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>

		<Fires_Forward>No</Fires_Forward>
		<Ranged_Target_Z_Adjust>0</Ranged_Target_Z_Adjust>
		<Turret_Rotate_Extent_Degrees>20</Turret_Rotate_Extent_Degrees>
		<Turret_Elevate_Extent_Degrees>40</Turret_Elevate_Extent_Degrees>

		<Land_FOW_Reveal_Range>130.0</Land_FOW_Reveal_Range>
		<Space_FOW_Reveal_Range>500.0</Space_FOW_Reveal_Range>
		<Dense_FOW_Reveal_Range_Multiplier>0.2</Dense_FOW_Reveal_Range_Multiplier>
		<Targeting_Max_Attack_Distance>400.0</Targeting_Max_Attack_Distance>
		<Targeting_Priority_Set>Fighter</Targeting_Priority_Set>
		<Targeting_Stickiness_Time_Threshold>5.0</Targeting_Stickiness_Time_Threshold>

	<!-- Formation Info -->
		<Formation_Priority>1</Formation_Priority>
		<FormationOrder>1</FormationOrder>
		<Minimum_Follow_Distance>60.0</Minimum_Follow_Distance>
		<Strafe_Distance>500.0</Strafe_Distance>

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

		<CategoryMask>Fighter</CategoryMask>
		<Property_Flags>SmallShip</Property_Flags>
		<Ship_Class>Fighter</Ship_Class>
		<Is_Escort>No</Is_Escort>
		<Is_Bomber>No</Is_Bomber>

		<Squadron_Capacity>0</Squadron_Capacity>
		<Number_per_Squadron>9</Number_per_Squadron>
		<Maintenance_Cost>0.1</Maintenance_Cost>

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

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

	<!-- SFX Events -->
		<SFXEvent_Fire>Unit_TIE_Fighter_Fire</SFXEvent_Fire>
		<SFXEvent_Select>UEAW_Select_Tie_Droid</SFXEvent_Select>
		<SFXEvent_Move>UEAW_Move_Tie_Droid</SFXEvent_Move>
		<SFXEvent_Fleet_Move>UEAW_Fleet_Move_Tie_Droid</SFXEvent_Fleet_Move>
		<SFXEvent_Attack>UEAW_Attack_Tie_Droid</SFXEvent_Attack>
		<SFXEvent_Guard>UEAW_Guard_Tie_Droid</SFXEvent_Guard>
		<SFXEvent_Move_Into_Asteroid_Field>UEAW_Asteroids_Tie_Droid</SFXEvent_Move_Into_Asteroid_Field>
		<SFXEvent_Move_Into_Nebula>UEAW_Nebula_Tie_Droid</SFXEvent_Move_Into_Nebula>

		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_LASER, UEAW_HP_Laser_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MISSILE, UEAW_HP_Missile_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_TORPEDO, UEAW_HP_Torp_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_ION_CANNON, UEAW_HP_Ion_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_SHIELD_GENERATOR, UEAW_HP_Shields_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENGINE, UEAW_HP_Engines_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_GRAVITY_WELL, UEAW_HP_Grav_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_FIGHTER_BAY, UEAW_HP_Bay_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_TRACTOR_BEAM, UEAW_Attack_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_ENABLE_SPECIAL_ABILITY, UEAW_Attack_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_SPECIAL, UEAW_Attack_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_WEAPON_MASS_DRIVER, UEAW_Attack_Tie_Droid</SFXEvent_Attack_Hardpoint>
		<SFXEvent_Attack_Hardpoint>HARD_POINT_DUMMY_ART, UEAW_Attack_Tie_Droid</SFXEvent_Attack_Hardpoint>

		<SFXEvent_Ambient_Moving>Unit_TIE_Fighter_Fly_By</SFXEvent_Ambient_Moving>
		<SFXEvent_Ambient_Moving_Min_Delay_Seconds>5</SFXEvent_Ambient_Moving_Min_Delay_Seconds>
		<SFXEvent_Ambient_Moving_Max_Delay_Seconds>10</SFXEvent_Ambient_Moving_Max_Delay_Seconds>
		<SFXEvent_Engine_Cinematic_Focus_Loop>Unit_TIE_Fighter_Cinematic_Engine_Loop</SFXEvent_Engine_Cinematic_Focus_Loop>

		<Death_SFXEvent_Start_Die>Unit_TIE_Fighter_Death_SFX</Death_SFXEvent_Start_Die>
		<Selt_Destruct_SFXEvent_Start_Die>Unit_TIE_Mauler_Self_Destruct</Selt_Destruct_SFXEvent_Start_Die> <!--When self destruct sequence begins-->

	<Unit_Abilities_Data SubObjectList="Yes">
		<Unit_Ability>
			<Type>SELF_DESTRUCT</Type>
			<Alternate_Description_Text>TEXT_TOOLTIP_KRAYT_DESTRUCT_DESCRIPTION</Alternate_Description_Text>
			<Expiration_Seconds>0.1</Expiration_Seconds>
			<Recharge_Seconds>10</Recharge_Seconds>
			<Spawned_Object_Type>TIE_Bomb_Self_Destruct_Blast</Spawned_Object_Type>
			<GUI_Activated_Ability_Name>Vengeance_Self_Destruct</GUI_Activated_Ability_Name>
			<Stop_When_Activated>No</Stop_When_Activated>
		</Unit_Ability>
	</Unit_Abilities_Data>
	</SpaceUnit>

<!-- SoaFE 2.4.0 Can no longer use these. Glitches population when spawning reinforcements -->
	<SpaceUnit Name="TIE_Bomb2">
		<Variant_of_Existing_Type>TIE_Bomb1</Variant_of_Existing_Type>
		<Space_Model_Name>ev_TieFighter.ALO</Space_Model_Name>
		<Icon_Name>I_BUTTON_TIE_TERRORIST.tga</Icon_Name>

		<Tactical_Health>20</Tactical_Health>
	</SpaceUnit>

	<SpaceUnit Name="TIE_Bomb3">
		<Variant_of_Existing_Type>TIE_Bomb1</Variant_of_Existing_Type>
		<Space_Model_Name>EV_TIEBOMBER.ALO</Space_Model_Name>
		<Icon_Name>I_BUTTON_TIE_TERRORIST.tga</Icon_Name>

		<Tactical_Health>25</Tactical_Health>
	</SpaceUnit>

	<SpaceUnit Name="TIE_Terrorist_TechTree">
		<Variant_of_Existing_Type>TIE_Bomb1</Variant_of_Existing_Type>
		<Icon_Name>I_BUTTON_TIE_TERRORIST.tga</Icon_Name> <!-- Override TIE Scout Icon -->
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>
	<SpaceUnit Name="TIE_Terrorist_TechTree2">
		<Variant_of_Existing_Type>TIE_Bomb1</Variant_of_Existing_Type>
		<Icon_Name>I_BUTTON_TIE_TERRORIST.tga</Icon_Name>
		<IsBuildable>No</IsBuildable>
	</SpaceUnit>
</Data>


