<?xml version="1.0" encoding="utf-8"?>
<Projectiles>
	<!--PLEASE do not mix and match projectiles from different categories. Use the-->
	<!--correct projectile type for the unit type you are working on - this helps-->
	<!--with balance issues. THANKS!-->

	<!--Space Ship Projectiles USE THESE ONLY FOR SPACE UNITS!!!-->

	<!--Laser colors are now faction specific!!!-->
		<!--Red = Rebel (Texture Slot 0,0)-->
		<!--Green = Empire (Texture Slot 3,0)-->
		<!--Yellow = Underworld (Texture Slot 2,0)-->
		<!--Violet = Hutts (Texture Slot 1,1)-->
		<!--Orange = Pirates (Texture Slot 1,0)-->
		<!--Blue = Indiginous (Texture Slot 0,1)-->

	<!--Splash damage does not override direct projectile damage properly.  Shields will be hit by both damage sources.
	Targeted hardpoints will be hit with direct damage value, nearby hardpoints will be hit by the splash damage-->

	<!--Lasers-->
	<Projectile Name="Proj_Ship_Small_Laser_Cannon_Generic" Description="Generic small space-based laser bolt template">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>1.0</Projectile_Width>
		<Projectile_Length>6.0</Projectile_Length>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>15.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>800.0</Projectile_Max_Flight_Distance>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Object_Detonation_Particle>Small_Damage_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
		<Projectile_SFXEvent_Detonate>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Ship_Small_Laser_Cannon_Red">
		<Variant_Of_Existing_Type>Proj_Ship_Small_Laser_Cannon_Generic</Variant_Of_Existing_Type>
		<Space_Model_Name>W_LASER_SMALL.ALO</Space_Model_Name>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Projectile_Damage>5.0</Projectile_Damage>
		<!--<Projectile_Energy_Per_Shot>5</Projectile_Energy_Per_Shot>-->
		<AI_Combat_Power>120</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Ship_Small_Laser_Cannon_Red_X2"> <!-- Now used for Red Squadron Units -->
		<Variant_Of_Existing_Type>Proj_Ship_Small_Laser_Cannon_Red</Variant_Of_Existing_Type>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Max_Speed>20.0</Max_Speed>
		<AI_Combat_Power>150</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Ship_Small_Laser_Cannon_Green">
		<Variant_Of_Existing_Type>Proj_Ship_Small_Laser_Cannon_Generic</Variant_Of_Existing_Type>
		<Space_Model_Name>W_LASER_SMALLG.ALO</Space_Model_Name>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Projectile_Damage>5.0</Projectile_Damage>
		<!--<Projectile_Energy_Per_Shot>5</Projectile_Energy_Per_Shot>-->
		<AI_Combat_Power>120</AI_Combat_Power>
	</Projectile>
	
	<Projectile Name="Proj_Ship_Small_Laser_Cannon_Green_Fast">
		<Variant_Of_Existing_Type>Proj_Ship_Small_Laser_Cannon_Generic</Variant_Of_Existing_Type>
		<Space_Model_Name>W_LASER_SMALLG.ALO</Space_Model_Name>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Projectile_Damage>5.0</Projectile_Damage>
		<Max_Speed>20.0</Max_Speed>
		<!--<Projectile_Energy_Per_Shot>5</Projectile_Energy_Per_Shot>-->
		<AI_Combat_Power>120</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Ship_Small_Laser_Cannon_Green_TIEDef">
		<Variant_Of_Existing_Type>Proj_Ship_Small_Laser_Cannon_Generic</Variant_Of_Existing_Type>
		<Space_Model_Name>W_LASER_SMALLG.ALO</Space_Model_Name>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Projectile_Damage>6.0</Projectile_Damage>
		<Damage_Type>Damage_Strike</Damage_Type>
		<AI_Combat_Power>120</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Ship_Small_Laser_Cannon_Yellow">
		<Variant_Of_Existing_Type>Proj_Ship_Small_Laser_Cannon_Generic</Variant_Of_Existing_Type>
		<Space_Model_Name>W_LASER_SMALLG.ALO</Space_Model_Name>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Damage>5.0</Projectile_Damage>
		<!--<Projectile_Energy_Per_Shot>5</Projectile_Energy_Per_Shot>-->
		<AI_Combat_Power>120</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Ship_Small_Laser_Cannon_Violet">
		<Variant_Of_Existing_Type>Proj_Ship_Small_Laser_Cannon_Generic</Variant_Of_Existing_Type>
		<Space_Model_Name>W_LASER_SMALLG.ALO</Space_Model_Name>
		<Projectile_Texture_Slot>1,1</Projectile_Texture_Slot>
		<Damage_Type>Damage_Strike</Damage_Type>
		<Projectile_Damage>5.0</Projectile_Damage>
		<!--<Projectile_Energy_Per_Shot>5</Projectile_Energy_Per_Shot>-->
		<AI_Combat_Power>120</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Ship_Small_Laser_Cannon_Violet_Viper">
		<Variant_Of_Existing_Type>Proj_Ship_Small_Laser_Cannon_Generic</Variant_Of_Existing_Type>
		<Space_Model_Name>W_LASER_SMALLG.ALO</Space_Model_Name>
		<Projectile_Texture_Slot>1,1</Projectile_Texture_Slot>
		<Max_Speed>20.0</Max_Speed>
		<Projectile_Max_Flight_Distance>1000.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>5.0</Projectile_Damage>
		<!--<Projectile_Energy_Per_Shot>5</Projectile_Energy_Per_Shot>-->
		<AI_Combat_Power>120</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Ship_Small_Laser_Cannon_Orange">
		<Variant_Of_Existing_Type>Proj_Ship_Small_Laser_Cannon_Generic</Variant_Of_Existing_Type>
		<Space_Model_Name>W_LASER_SMALLG.ALO</Space_Model_Name>
		<Projectile_Texture_Slot>1,0</Projectile_Texture_Slot>
		<Projectile_Damage>5.0</Projectile_Damage>
		<!--<Projectile_Energy_Per_Shot>5</Projectile_Energy_Per_Shot>-->
		<AI_Combat_Power>120</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Ship_Small_Laser_Cannon_Blue">
		<Variant_Of_Existing_Type>Proj_Ship_Small_Laser_Cannon_Generic</Variant_Of_Existing_Type>
		<Space_Model_Name>W_LASER_SMALLG.ALO</Space_Model_Name>
		<Projectile_Texture_Slot>0,1</Projectile_Texture_Slot>
		<Projectile_Damage>5.0</Projectile_Damage>
		<!--<Projectile_Energy_Per_Shot>5</Projectile_Energy_Per_Shot>-->
		<AI_Combat_Power>120</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Ship_Medium_Laser_Cannon_Red">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_LASER_MEDIUM.ALO</Space_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>1.2</Projectile_Width>
		<Projectile_Length>12.0</Projectile_Length>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>1500.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>8.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>10</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Medium_Damage_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>160</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Ship_Lucky_Shot_Medium_Laser_Cannon_Red">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>p_lucky.alo</Space_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>50.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Damage_Type>Damage_Strike</Damage_Type>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>1500.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>16.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>10</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Medium_Damage_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>160</AI_Combat_Power>
		<SFXEvent_Fire>Unit_Torpedo_Fire</SFXEvent_Fire>
		<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Ship_Medium_Laser_Cannon_Green">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_LASER_MEDIUMG.ALO</Space_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>1.2</Projectile_Width>
		<Projectile_Length>12.0</Projectile_Length>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>1500.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>8.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>10</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Medium_Damage_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>160</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>
	
	<Projectile Name="Proj_Ship_Medium_Laser_Cannon_Green_TIEAvenger">
		<Variant_Of_Existing_Type>Proj_Ship_Medium_Laser_Cannon_Green</Variant_Of_Existing_Type>
		<Max_Speed>20.0</Max_Speed>
		<Projectile_Damage>6.0</Projectile_Damage>
		<Damage_Type>Damage_Strike</Damage_Type>
	</Projectile>

	<Projectile Name="Proj_Ship_Medium_Laser_Cannon_Green_Vader">
		<Variant_Of_Existing_Type>Proj_Ship_Medium_Laser_Cannon_Green</Variant_Of_Existing_Type>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Damage_Type>Damage_Strike</Damage_Type>
		
		<Projectile_Fire_Pulse_Count>6</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>
	</Projectile>

	<Projectile Name="Proj_Ship_Medium_Laser_Cannon_Yellow">
		<Variant_Of_Existing_Type>Proj_Ship_Medium_Laser_Cannon_Green</Variant_Of_Existing_Type>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
	</Projectile>
	
	<Projectile Name="Proj_Ship_Medium_Laser_Cannon_Yellow_AAF">
		<Variant_Of_Existing_Type>Proj_Ship_Medium_Laser_Cannon_Green</Variant_Of_Existing_Type>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Max_Speed>20.0</Max_Speed>
	</Projectile>

	<Projectile Name="Proj_Ship_Medium_Laser_Cannon_Violet">
		<Variant_Of_Existing_Type>Proj_Ship_Medium_Laser_Cannon_Green</Variant_Of_Existing_Type>
		<Projectile_Texture_Slot>1,1</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Ship_Medium_Laser_Cannon_Orange">
		<Variant_Of_Existing_Type>Proj_Ship_Medium_Laser_Cannon_Green</Variant_Of_Existing_Type>
		<Projectile_Texture_Slot>1,0</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Ship_Medium_Laser_Cannon_Blue">
		<Variant_Of_Existing_Type>Proj_Ship_Medium_Laser_Cannon_Green</Variant_Of_Existing_Type>
		<Projectile_Texture_Slot>0,1</Projectile_Texture_Slot>
		<Max_Speed>40.0</Max_Speed>
	</Projectile>

	<Projectile Name="Proj_Ship_Large_Laser_Cannon_Red">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_LASER_LARGE.ALO</Space_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>1.6</Projectile_Width>
		<Projectile_Length>20.0</Projectile_Length>
		<Projectile_Texture_Slot>0,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>15</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Medium_Damage_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>200</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Ship_Large_Laser_Cannon_Green">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_LASER_LARGEG.ALO</Space_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>1.6</Projectile_Width>
		<Projectile_Length>20.0</Projectile_Length>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>15</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Medium_Damage_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>200</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Ship_Large_Laser_Cannon_Green_Dummy">
		<Variant_Of_Existing_Type>Proj_Ship_Large_Laser_Cannon_Green</Variant_Of_Existing_Type>
		<Projectile_Damage>0.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Large_Laser_Cannon_Yellow">
		<Variant_Of_Existing_Type>Proj_Ship_Large_Laser_Cannon_Green</Variant_Of_Existing_Type>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Ship_Large_Laser_Cannon_Violet">
		<Variant_Of_Existing_Type>Proj_Ship_Large_Laser_Cannon_Green</Variant_Of_Existing_Type>
		<Projectile_Texture_Slot>1,1</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Ship_Large_Laser_Cannon_Orange">
		<Variant_Of_Existing_Type>Proj_Ship_Large_Laser_Cannon_Green</Variant_Of_Existing_Type>
		<Projectile_Texture_Slot>1,0</Projectile_Texture_Slot>
	</Projectile>

	<Projectile Name="Proj_Ship_Large_Laser_Cannon_Blue">
		<Variant_Of_Existing_Type>Proj_Ship_Large_Laser_Cannon_Green</Variant_Of_Existing_Type>
		<Projectile_Texture_Slot>0,1</Projectile_Texture_Slot>
	</Projectile>

	<!--v2.6.0 Station Lasers now deal 10 damage (Was 12.5), see DtAM in GameConstants.xml-->
	<Projectile Name="Proj_Station_Laser_Cannon_Red">
		<Variant_Of_Existing_Type>Proj_Ship_Large_Laser_Cannon_Red</Variant_Of_Existing_Type>
		<Damage_Type>Damage_Station</Damage_Type>
		<Projectile_Damage>10</Projectile_Damage>
		<Projectile_Max_Flight_Distance>2400.0</Projectile_Max_Flight_Distance>
	</Projectile>

	<Projectile Name="Proj_Station_Laser_Cannon_Green">
		<Variant_Of_Existing_Type>Proj_Ship_Large_Laser_Cannon_Green</Variant_Of_Existing_Type>
		<Damage_Type>Damage_Station</Damage_Type>
		<Projectile_Damage>10</Projectile_Damage>
		<Projectile_Max_Flight_Distance>2400.0</Projectile_Max_Flight_Distance>
	</Projectile>

	<Projectile Name="Proj_Station_Laser_Cannon_Yellow">
		<Variant_Of_Existing_Type>Proj_Ship_Large_Laser_Cannon_Green</Variant_Of_Existing_Type>
		<Damage_Type>Damage_Station</Damage_Type>
		<Projectile_Damage>10</Projectile_Damage>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Max_Flight_Distance>2400.0</Projectile_Max_Flight_Distance>
	</Projectile>

	<Projectile Name="Proj_Station_Laser_Cannon_Violet">
		<Variant_Of_Existing_Type>Proj_Ship_Large_Laser_Cannon_Green</Variant_Of_Existing_Type>
		<Damage_Type>Damage_Station</Damage_Type>
		<Projectile_Damage>10</Projectile_Damage>
		<Projectile_Texture_Slot>1,1</Projectile_Texture_Slot>
		<Projectile_Max_Flight_Distance>2400.0</Projectile_Max_Flight_Distance>
	</Projectile>

	<Projectile Name="Proj_Station_Laser_Cannon_Orange">
		<Variant_Of_Existing_Type>Proj_Ship_Large_Laser_Cannon_Green</Variant_Of_Existing_Type>
		<Damage_Type>Damage_Station</Damage_Type>
		<Projectile_Damage>10</Projectile_Damage>
		<Projectile_Texture_Slot>1,0</Projectile_Texture_Slot>
		<Projectile_Max_Flight_Distance>2400.0</Projectile_Max_Flight_Distance>
	</Projectile>

	<Projectile Name="Proj_Station_Laser_Cannon_Blue">
		<Variant_Of_Existing_Type>Proj_Ship_Large_Laser_Cannon_Green</Variant_Of_Existing_Type>
		<Damage_Type>Damage_Station</Damage_Type>
		<Projectile_Damage>10</Projectile_Damage>
		<Projectile_Texture_Slot>0,1</Projectile_Texture_Slot>
		<Projectile_Max_Flight_Distance>2400.0</Projectile_Max_Flight_Distance>
	</Projectile>

	<!--TurboLasers-->
	<!--Post DTAM (15, 17.5, 20, 22.5, 25)-->
	<!--v1.9.65 - 15, 16.5, 18, 19.5, 21-->
	<!--v2.6.0 - All 10, see DtAM in GameConstants.xml-->
	<Projectile Name="Proj_Ship_Turbolaser_Red">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>5</Projectile_Width>
		<Projectile_Length>10</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>238,71,54,255</Projectile_Laser_Color>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Frigate_TL</Damage_Type>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>20</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Large_Damage_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>500</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Red_Heavy">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Red</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>2400.0</Projectile_Max_Flight_Distance>
		<!--<Projectile_Energy_Per_Shot>22.5</Projectile_Energy_Per_Shot>-->
		<Damage_Type>Damage_Cruiser_TL</Damage_Type>
		<Projectile_Width>5.5</Projectile_Width>
		<Projectile_Length>11</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Red_Capital">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Red</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>2400.0</Projectile_Max_Flight_Distance>
		<!--<Projectile_Energy_Per_Shot>25</Projectile_Energy_Per_Shot>-->
		<Damage_Type>Damage_Capital_TL</Damage_Type>
		<Projectile_Width>6</Projectile_Width>
		<Projectile_Length>12</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Red_SSD">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Red</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>3600.0</Projectile_Max_Flight_Distance>
		<!--<Projectile_Energy_Per_Shot>30</Projectile_Energy_Per_Shot>-->
		<Damage_Type>Damage_Station_TL</Damage_Type>
		<Projectile_Width>6.5</Projectile_Width>
		<Projectile_Length>13</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Station_Turbolaser_Red">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Red</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>3000.0</Projectile_Max_Flight_Distance>
		<!--<Projectile_Energy_Per_Shot>40</Projectile_Energy_Per_Shot>-->
		<Damage_Type>Damage_Station_TL</Damage_Type>
		<Projectile_Width>7</Projectile_Width>
		<Projectile_Length>14</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Green">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>5</Projectile_Width>
		<Projectile_Length>10</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>139,230,104,255</Projectile_Laser_Color>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Frigate_TL</Damage_Type>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>20</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Large_Damage_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>500</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Green_Dummy">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Green</Variant_Of_Existing_Type>
		<Projectile_Damage>0.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Green_Heavy">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Green</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>2400.0</Projectile_Max_Flight_Distance>
		<!--<Projectile_Energy_Per_Shot>22.5</Projectile_Energy_Per_Shot>-->
		<Damage_Type>Damage_Cruiser_TL</Damage_Type>
		<Projectile_Width>5.5</Projectile_Width>
		<Projectile_Length>11</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Green_Capital">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Green</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>2400.0</Projectile_Max_Flight_Distance>
		<!--<Projectile_Energy_Per_Shot>25</Projectile_Energy_Per_Shot>-->
		<Damage_Type>Damage_Capital_TL</Damage_Type>
		<Projectile_Width>6</Projectile_Width>
		<Projectile_Length>12</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Green_SSD">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Green</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>3600.0</Projectile_Max_Flight_Distance>
		<!--<Projectile_Energy_Per_Shot>30</Projectile_Energy_Per_Shot>-->
		<Damage_Type>Damage_Station_TL</Damage_Type>
		<Projectile_Width>6.5</Projectile_Width>
		<Projectile_Length>13</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Station_Turbolaser_Green">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Green</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>3000.0</Projectile_Max_Flight_Distance>
		<!--<Projectile_Energy_Per_Shot>40</Projectile_Energy_Per_Shot>-->
		<Damage_Type>Damage_Station_TL</Damage_Type>
		<Projectile_Width>7</Projectile_Width>
		<Projectile_Length>14</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Yellow">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>5</Projectile_Width>
		<Projectile_Length>10</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>247,201,13,255</Projectile_Laser_Color>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Frigate_TL</Damage_Type>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>20</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Large_Damage_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>500</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Yellow_Heavy">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Yellow</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>2400.0</Projectile_Max_Flight_Distance>
		<!--<Projectile_Energy_Per_Shot>22.5</Projectile_Energy_Per_Shot>-->
		<Damage_Type>Damage_Cruiser_TL</Damage_Type>
		<Projectile_Width>5.5</Projectile_Width>
		<Projectile_Length>11</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Yellow_Capital">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Yellow</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>2400.0</Projectile_Max_Flight_Distance>
		<!--<Projectile_Energy_Per_Shot>25</Projectile_Energy_Per_Shot>-->
		<Damage_Type>Damage_Capital_TL</Damage_Type>
		<Projectile_Width>6</Projectile_Width>
		<Projectile_Length>12</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Yellow_SSD">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Yellow</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>3600.0</Projectile_Max_Flight_Distance>
		<!--<Projectile_Energy_Per_Shot>30</Projectile_Energy_Per_Shot>-->
		<Damage_Type>Damage_Station_TL</Damage_Type>
		<Projectile_Width>6.5</Projectile_Width>
		<Projectile_Length>13</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Station_Turbolaser_Yellow">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Yellow</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>3000.0</Projectile_Max_Flight_Distance>
		<!--<Projectile_Energy_Per_Shot>40</Projectile_Energy_Per_Shot>-->
		<Damage_Type>Damage_Station_TL</Damage_Type>
		<Projectile_Width>7</Projectile_Width>
		<Projectile_Length>14</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Violet">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>5</Projectile_Width>
		<Projectile_Length>10</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>200,0,200,255</Projectile_Laser_Color>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Frigate_TL</Damage_Type>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>20</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Large_Damage_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>500</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Violet_Heavy">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Violet</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>2400.0</Projectile_Max_Flight_Distance>
		<!--<Projectile_Energy_Per_Shot>22.5</Projectile_Energy_Per_Shot>-->
		<Damage_Type>Damage_Cruiser_TL</Damage_Type>
		<Projectile_Width>5.5</Projectile_Width>
		<Projectile_Length>11</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Violet_Capital">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Violet</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>2400.0</Projectile_Max_Flight_Distance>
		<!--<Projectile_Energy_Per_Shot>25</Projectile_Energy_Per_Shot>-->
		<Damage_Type>Damage_Capital_TL</Damage_Type>
		<Projectile_Width>6</Projectile_Width>
		<Projectile_Length>12</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Violet_SSD">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Violet</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>3600.0</Projectile_Max_Flight_Distance>
		<!--<Projectile_Energy_Per_Shot>30</Projectile_Energy_Per_Shot>-->
		<Damage_Type>Damage_Station_TL</Damage_Type>
		<Projectile_Width>6.5</Projectile_Width>
		<Projectile_Length>13</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Station_Turbolaser_Violet">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Violet</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>3000.0</Projectile_Max_Flight_Distance>
		<!--<Projectile_Energy_Per_Shot>40</Projectile_Energy_Per_Shot>-->
		<Damage_Type>Damage_Station_TL</Damage_Type>
		<Projectile_Width>7</Projectile_Width>
		<Projectile_Length>14</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Orange">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>5</Projectile_Width>
		<Projectile_Length>10</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>255,128,0,255</Projectile_Laser_Color>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Frigate_TL</Damage_Type>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>20</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Large_Damage_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>500</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Orange_Heavy">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Orange</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>2400.0</Projectile_Max_Flight_Distance>
		<!--<Projectile_Energy_Per_Shot>22.5</Projectile_Energy_Per_Shot>-->
		<Damage_Type>Damage_Cruiser_TL</Damage_Type>
		<Projectile_Width>5.5</Projectile_Width>
		<Projectile_Length>11</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Orange_Capital">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Orange</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>2400.0</Projectile_Max_Flight_Distance>
		<!--<Projectile_Energy_Per_Shot>25</Projectile_Energy_Per_Shot>-->
		<Damage_Type>Damage_Capital_TL</Damage_Type>
		<Projectile_Width>6</Projectile_Width>
		<Projectile_Length>12</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Orange_SSD">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Orange</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>3600.0</Projectile_Max_Flight_Distance>
		<!--<Projectile_Energy_Per_Shot>30</Projectile_Energy_Per_Shot>-->
		<Damage_Type>Damage_Station_TL</Damage_Type>
		<Projectile_Width>6.5</Projectile_Width>
		<Projectile_Length>13</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Station_Turbolaser_Orange">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Orange</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>3000.0</Projectile_Max_Flight_Distance>
		<!--<Projectile_Energy_Per_Shot>40</Projectile_Energy_Per_Shot>-->
		<Damage_Type>Damage_Station_TL</Damage_Type>
		<Projectile_Width>7</Projectile_Width>
		<Projectile_Length>14</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Blue">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>5</Projectile_Width>
		<Projectile_Length>10</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>0,96,255,255</Projectile_Laser_Color>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Frigate_TL</Damage_Type>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>20</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Large_Damage_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>500</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Blue_Heavy">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Blue</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>2400.0</Projectile_Max_Flight_Distance>
		<Damage_Type>Damage_Cruiser_TL</Damage_Type>
		<Projectile_Width>5.5</Projectile_Width>
		<Projectile_Length>11</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Blue_Capital">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Blue</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>2400.0</Projectile_Max_Flight_Distance>
		<Damage_Type>Damage_Capital_TL</Damage_Type>
		<Projectile_Width>6</Projectile_Width>
		<Projectile_Length>12</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Turbolaser_Blue_SSD">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Blue</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>3600.0</Projectile_Max_Flight_Distance>
		<Damage_Type>Damage_Station_TL</Damage_Type>
		<Projectile_Width>6.5</Projectile_Width>
		<Projectile_Length>13</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Station_Turbolaser_Blue">
		<Variant_Of_Existing_Type>Proj_Ship_Turbolaser_Blue</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>3000.0</Projectile_Max_Flight_Distance>
		<Damage_Type>Damage_Station_TL</Damage_Type>
		<Projectile_Width>7</Projectile_Width>
		<Projectile_Length>14</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<!--Ions-->
	<!--v2.6.0 All deal 10, scaling in DtAM (GameConstants.xml)-->
	<Projectile Name="Proj_Ship_Ion_Cannon_Small">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>3</Projectile_Width>
		<Projectile_Length>5</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>104,181,230,255</Projectile_Laser_Color>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>20.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>900.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>10</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle/>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Disables_Engines_When_Power_Drained>Yes</Projectile_Disables_Engines_When_Power_Drained>
		<Projectile_Disable_Engines_Duration>20.0</Projectile_Disable_Engines_Duration>
		<AI_Combat_Power>100</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Ion_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Ship_Ion_Cannon_Vader">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_LASER_MEDIUMG.ALO</Space_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>1.2</Projectile_Width>
		<Projectile_Length>12.0</Projectile_Length>
		<Projectile_Texture_Slot>0,1</Projectile_Texture_Slot>
<!--		<Space_Model_Name>pion_ioncannonshot.alo</Space_Model_Name>-->

		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>1000.0</Projectile_Max_Flight_Distance>

		<Projectile_Damage>20.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>20</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>20</Projectile_Blast_Area_Range> <!-- Must be an area effect projectile for slow to work -->
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Damage_Type>Damage_Strike_Ion</Damage_Type>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Object_Detonation_Particle/>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Small</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Ion_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>

		<Projectile_Fire_Pulse_Count>4</Projectile_Fire_Pulse_Count>
		<Projectile_Fire_Pulse_Delay_Seconds>0.1</Projectile_Fire_Pulse_Delay_Seconds>
		<Projectile_Fire_Recharge_Seconds>1.0</Projectile_Fire_Recharge_Seconds>

		<Projectile_Combat_Mod>COMBAT_MOD_SPEED</Projectile_Combat_Mod>
		<!-- This duration should match the particle duration (if one is specified) -->
		<Projectile_Combat_Mod_Duration>10</Projectile_Combat_Mod_Duration>
		<Projectile_Combat_Mod_Value>-0.5</Projectile_Combat_Mod_Value>
		<Projectile_Combat_Mod_Effect>Slow_Enemy_Particle_Effect</Projectile_Combat_Mod_Effect>
		<Projectile_Combat_Mod_Category_Mask>Fighter | Bomber | Transport | Corvette | Frigate | Capital | SpaceHero</Projectile_Combat_Mod_Category_Mask>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Ship_Ion_Cannon">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>5</Projectile_Width>
		<Projectile_Length>10</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>104,181,230,255</Projectile_Laser_Color>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>25</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle/>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>200</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Ion_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Ship_Ion_Cannon_Large">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>6</Projectile_Width>
		<Projectile_Length>12</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>104,181,230,255</Projectile_Laser_Color>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2400.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>35</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle/>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>200</AI_Combat_Power>
		<Projectile_SFXEvent_Detonate>SFX_Ion_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Ship_Ion_Cannon_Dummy">
		<Variant_Of_Existing_Type>Proj_Ship_Ion_Cannon_Large</Variant_Of_Existing_Type>
		<Projectile_Damage>0.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Ion_Cannon_SSD">
		<Variant_Of_Existing_Type>Proj_Ship_Ion_Cannon_Large</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>3600.0</Projectile_Max_Flight_Distance>
		<!--<Projectile_Energy_Per_Shot>40</Projectile_Energy_Per_Shot>-->
		<Damage_Type>Damage_Station_Ion</Damage_Type>
		<Projectile_Width>6.5</Projectile_Width>
		<Projectile_Length>13</Projectile_Length>
		<Projectile_Damage>10</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Station_Ion_Cannon">
		<Variant_Of_Existing_Type>Proj_Ship_Ion_Cannon_Large</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>3000.0</Projectile_Max_Flight_Distance>
		<!--<Projectile_Energy_Per_Shot>50</Projectile_Energy_Per_Shot>-->
		<Damage_Type>Damage_Station_Ion</Damage_Type>
		<Projectile_Width>7</Projectile_Width>
		<Projectile_Length>14</Projectile_Length>
		<Projectile_Damage>10.0</Projectile_Damage>
	</Projectile>

	<!--Ion Torpedoes (For Ion Cannon Shot Ability)-->
	<Projectile Name="Proj_Ion_Torpedo_Small">
		<Variant_Of_Existing_Type>Proj_Ship_Medium_Laser_Cannon_Red</Variant_Of_Existing_Type>

		<Space_Model_Name>pion_ioncannonshot.alo</Space_Model_Name>
		<Projectile_Custom_Render>0</Projectile_Custom_Render>

		<Projectile_Category>DEFAULT</Projectile_Category>

	<!--<Projectile_Ion_Stun_On_Detonation>Yes</Projectile_Ion_Stun_On_Detonation>
		<Projectile_Disables_Engines_When_Power_Drained>No</Projectile_Disables_Engines_When_Power_Drained>
		<Projectile_Ion_Stun_Duration>0.5</Projectile_Ion_Stun_Duration>
		<Projectile_Ion_Stun_Speed_Reduction_Percent>0.25</Projectile_Ion_Stun_Speed_Reduction_Percent>
		<Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>0.25</Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>
		<Projectile_Ion_Stun_Stack_Duration>Yes</Projectile_Ion_Stun_Stack_Duration>

		<Projectile_Stun_On_Detonation>Yes</Projectile_Stun_On_Detonation>
		<Projectile_Stun_Duration_Frames>150</Projectile_Stun_Duration_Frames>
		<Projectile_Stun_Radius>150</Projectile_Stun_Radius>
		<Projectile_Stun_Spawn_Effect>Stunned_Infantry</Projectile_Stun_Spawn_Effect>
		<Projectile_Stun_Victims_Category_Mask>All</Projectile_Stun_Victims_Category_Mask>-->

		<Projectile_Max_Flight_Distance>1800.0</Projectile_Max_Flight_Distance>

		<Damage_Type>Damage_IonTorp</Damage_Type>
		<Projectile_Damage>30.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage><!--knocks shields down-->
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage><!--does not do physical damage-->
		<!--<Projectile_Energy_Per_Shot>10</Projectile_Energy_Per_Shot>-->
		<SFXEvent_Fire>Unit_Ion_Fire</SFXEvent_Fire>
		<Projectile_SFXEvent_Detonate>SFX_Ion_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		
		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Ion_Torpedo_Medium">
		<Variant_Of_Existing_Type>Proj_Ship_Medium_Laser_Cannon_Red</Variant_Of_Existing_Type>

		<Space_Model_Name>pion_ioncannonshot.alo</Space_Model_Name>
		<Projectile_Custom_Render>0</Projectile_Custom_Render>

		<Projectile_Category>DEFAULT</Projectile_Category>

	<!--<Projectile_Ion_Stun_On_Detonation>Yes</Projectile_Ion_Stun_On_Detonation>
		<Projectile_Disables_Engines_When_Power_Drained>No</Projectile_Disables_Engines_When_Power_Drained>
		<Projectile_Ion_Stun_Duration>1.0</Projectile_Ion_Stun_Duration>
		<Projectile_Ion_Stun_Speed_Reduction_Percent>0.333</Projectile_Ion_Stun_Speed_Reduction_Percent>
		<Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>0.333</Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>
		<Projectile_Ion_Stun_Stack_Duration>Yes</Projectile_Ion_Stun_Stack_Duration>

		<Projectile_Stun_On_Detonation>Yes</Projectile_Stun_On_Detonation>
		<Projectile_Stun_Duration_Frames>300</Projectile_Stun_Duration_Frames>
		<Projectile_Stun_Radius>300</Projectile_Stun_Radius>
		<Projectile_Stun_Spawn_Effect>Stunned_Infantry</Projectile_Stun_Spawn_Effect>
		<Projectile_Stun_Victims_Category_Mask>All</Projectile_Stun_Victims_Category_Mask>-->

		<Projectile_Max_Flight_Distance>1800.0</Projectile_Max_Flight_Distance>

		<Damage_Type>Damage_IonTorp</Damage_Type>
		<Projectile_Damage>60.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage><!--knocks shields down-->
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage><!--does not do physical damage-->
		<!--<Projectile_Energy_Per_Shot>15</Projectile_Energy_Per_Shot>-->
		<SFXEvent_Fire>Unit_Ion_Fire</SFXEvent_Fire>
		<Projectile_SFXEvent_Detonate>SFX_Ion_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		
		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Ion_Torpedo_Medium_Story"> <!-- Need stun ability for Rebel Story Y-Wings -->
		<Variant_Of_Existing_Type>Proj_Ship_Medium_Laser_Cannon_Red</Variant_Of_Existing_Type>

		<Space_Model_Name>pion_ioncannonshot.alo</Space_Model_Name>
		<Projectile_Custom_Render>0</Projectile_Custom_Render>

		<Projectile_Category>DEFAULT</Projectile_Category>

		<Projectile_Ion_Stun_On_Detonation>Yes</Projectile_Ion_Stun_On_Detonation>
		<Projectile_Disables_Engines_When_Power_Drained>No</Projectile_Disables_Engines_When_Power_Drained>
		<Projectile_Ion_Stun_Duration>1.0</Projectile_Ion_Stun_Duration>
		<Projectile_Ion_Stun_Speed_Reduction_Percent>0.333</Projectile_Ion_Stun_Speed_Reduction_Percent>
		<Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>0.333</Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>
		<Projectile_Ion_Stun_Stack_Duration>Yes</Projectile_Ion_Stun_Stack_Duration>

		<Projectile_Stun_On_Detonation>Yes</Projectile_Stun_On_Detonation>
		<Projectile_Stun_Duration_Frames>300</Projectile_Stun_Duration_Frames>
		<Projectile_Stun_Radius>300</Projectile_Stun_Radius>
		<Projectile_Stun_Spawn_Effect>Stunned_Infantry</Projectile_Stun_Spawn_Effect>
		<Projectile_Stun_Victims_Category_Mask>All</Projectile_Stun_Victims_Category_Mask>

		<Projectile_Max_Flight_Distance>1800.0</Projectile_Max_Flight_Distance>

		<Damage_Type>Damage_IonTorp</Damage_Type>
		<Projectile_Damage>60.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage><!--knocks shields down-->
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage><!--does not do physical damage-->
		<!--<Projectile_Energy_Per_Shot>15</Projectile_Energy_Per_Shot>-->
		<SFXEvent_Fire>Unit_Ion_Fire</SFXEvent_Fire>
		<Projectile_SFXEvent_Detonate>SFX_Ion_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		
		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Ion_Torpedo_Large">
		<Variant_Of_Existing_Type>Proj_Ship_Medium_Laser_Cannon_Red</Variant_Of_Existing_Type>

		<Space_Model_Name>pion_ioncannonshot.alo</Space_Model_Name>
		<Projectile_Custom_Render>0</Projectile_Custom_Render>

		<Projectile_Category>DEFAULT</Projectile_Category>

	<!--<Projectile_Ion_Stun_On_Detonation>Yes</Projectile_Ion_Stun_On_Detonation>
		<Projectile_Disables_Engines_When_Power_Drained>No</Projectile_Disables_Engines_When_Power_Drained>
		<Projectile_Ion_Stun_Duration>1.25</Projectile_Ion_Stun_Duration>
		<Projectile_Ion_Stun_Speed_Reduction_Percent>0.5</Projectile_Ion_Stun_Speed_Reduction_Percent>
		<Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>0.5</Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>
		<Projectile_Ion_Stun_Stack_Duration>Yes</Projectile_Ion_Stun_Stack_Duration>

		<Projectile_Stun_On_Detonation>Yes</Projectile_Stun_On_Detonation>
		<Projectile_Stun_Duration_Frames>375</Projectile_Stun_Duration_Frames>
		<Projectile_Stun_Radius>450</Projectile_Stun_Radius>
		<Projectile_Stun_Spawn_Effect>Stunned_Infantry</Projectile_Stun_Spawn_Effect>
		<Projectile_Stun_Victims_Category_Mask>All</Projectile_Stun_Victims_Category_Mask>-->

		<Projectile_Max_Flight_Distance>2250.0</Projectile_Max_Flight_Distance>

		<Damage_Type>Damage_IonTorp</Damage_Type>
		<Projectile_Damage>120.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage><!--knocks shields down-->
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage><!--does not do physical damage-->
		<!--<Projectile_Energy_Per_Shot>50</Projectile_Energy_Per_Shot>-->
		<SFXEvent_Fire>Unit_Ion_Fire</SFXEvent_Fire>
		<Projectile_SFXEvent_Detonate>SFX_Ion_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		
		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Ion_Torpedo_HT30C">
		<Variant_Of_Existing_Type>Proj_Ship_Medium_Laser_Cannon_Red</Variant_Of_Existing_Type>

		<Space_Model_Name>pion_ioncannonshot.alo</Space_Model_Name>
		<Projectile_Custom_Render>0</Projectile_Custom_Render>

		<Projectile_Category>DEFAULT</Projectile_Category>

		<Projectile_Ion_Stun_On_Detonation>Yes</Projectile_Ion_Stun_On_Detonation>
		<Projectile_Disables_Engines_When_Power_Drained>No</Projectile_Disables_Engines_When_Power_Drained>
		<Projectile_Ion_Stun_Duration>1.5</Projectile_Ion_Stun_Duration>
		<Projectile_Ion_Stun_Speed_Reduction_Percent>0.6</Projectile_Ion_Stun_Speed_Reduction_Percent>
		<Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>0.6</Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>
		<Projectile_Ion_Stun_Stack_Duration>Yes</Projectile_Ion_Stun_Stack_Duration>

		<Projectile_Stun_On_Detonation>Yes</Projectile_Stun_On_Detonation>
		<Projectile_Stun_Duration_Frames>300</Projectile_Stun_Duration_Frames>
		<Projectile_Stun_Radius>300</Projectile_Stun_Radius>
		<Projectile_Stun_Spawn_Effect>Stunned_Infantry</Projectile_Stun_Spawn_Effect>
		<Projectile_Stun_Victims_Category_Mask>All</Projectile_Stun_Victims_Category_Mask>

		<Projectile_Max_Flight_Distance>2250.0</Projectile_Max_Flight_Distance>

		<Damage_Type>Damage_IonTorp</Damage_Type>
		<Projectile_Damage>100.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage><!--knocks shields down-->
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage><!--does not do physical damage-->
		<!--<Projectile_Energy_Per_Shot>50</Projectile_Energy_Per_Shot>-->
		<SFXEvent_Fire>Unit_Ion_Fire</SFXEvent_Fire>
		<Projectile_SFXEvent_Detonate>SFX_Ion_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		
		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<!--Proton Torpedoes-->
	<Projectile Name="Proj_Ship_Proton_Torpedo">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_Proton_Torpedo.alo</Space_Model_Name>
		<Scale_Factor>1.5</Scale_Factor>
	<!--<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>5</Projectile_Width>
		<Projectile_Length>10</Projectile_Length>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Projectile_Laser_Color>230,101,230,255</Projectile_Laser_Color>
		<Scale_Factor>1.0</Scale_Factor>-->
		<Damage_Type>Damage_PRT</Damage_Type>
		<Max_Speed>5</Max_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>MISSILE</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance><!--was 1200-->
		<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range><!--was 750, changed so it doesn't reacquire targets-->
		<Projectile_Damage>30.0</Projectile_Damage>
		<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Conc_Missile_Detonation_Particle</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle/>
		<AI_Combat_Power>600</AI_Combat_Power>
	</Projectile>

	<!-- For MC30 / Providence -->
	<Projectile Name="Proj_Ship_Proton_Torpedo_Artillery">
		<Variant_Of_Existing_Type>Proj_Ship_Proton_Torpedo</Variant_Of_Existing_Type>
		<Projectile_Max_Flight_Distance>3000.0</Projectile_Max_Flight_Distance>
	</Projectile>

	<!--For Bombers-->
	<Projectile Name="Proj_Ship_Proton_Torpedo_Light">
		<Variant_Of_Existing_Type>Proj_Ship_Proton_Torpedo</Variant_Of_Existing_Type>
		<Damage_Type>Damage_PRT_Strike</Damage_Type>
		<Projectile_Damage>40.0</Projectile_Damage>
	</Projectile>
	
	<Projectile Name="Proj_Ship_Proton_Torpedo_YWing">
		<Variant_Of_Existing_Type>Proj_Ship_Proton_Torpedo</Variant_Of_Existing_Type>
		<Damage_Type>Damage_PRT_Strike</Damage_Type>
		<Projectile_Damage>40.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Proton_Torpedo_SSD">
		<Variant_Of_Existing_Type>Proj_Ship_Proton_Torpedo</Variant_Of_Existing_Type>
		<!--<Projectile_Width>6</Projectile_Width>
		<Projectile_Length>12</Projectile_Length>-->
		<Projectile_Damage>36.0</Projectile_Damage>
		<Projectile_Max_Flight_Distance>3500.0</Projectile_Max_Flight_Distance>
	</Projectile>

	<Projectile Name="Proj_Station_Proton_Torpedo">
		<Variant_Of_Existing_Type>Proj_Ship_Proton_Torpedo</Variant_Of_Existing_Type>
		<!--<Projectile_Width>7</Projectile_Width>
		<Projectile_Length>14</Projectile_Length>-->
		<Projectile_Damage>30.0</Projectile_Damage>
		<Projectile_Max_Flight_Distance>2500.0</Projectile_Max_Flight_Distance>
	</Projectile>

	<!--Concussion Missiles-->
	<Projectile Name="Proj_Ship_Concussion_Missile_Light"><!--For strikecraft-->
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>x_concussion_missile.alo</Space_Model_Name>
		<Scale_Factor>0.75</Scale_Factor>
		<Damage_Type>Damage_CCM_Strike</Damage_Type>
		<Max_Speed>8.0</Max_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>MISSILE</Projectile_Category>
		<Projectile_Max_Flight_Distance>1500.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>	<!--was 750, changed so it doesn't reacquire targets-->
		<Projectile_Damage>25.0</Projectile_Damage>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Conc_Missile_Detonation_Particle</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Conc_Missile_Detonation_Particle</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Dud</Projectile_Lifetime_Detonation_Particle>
		<AI_Combat_Power>300</AI_Combat_Power>
	</Projectile>
	
	<Projectile Name="Proj_Ship_Concussion_Missile_Bossk">
		<Variant_Of_Existing_Type>Proj_Ship_Concussion_Missile_Light</Variant_Of_Existing_Type>
		<Max_Speed>10.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Projectile_Damage>20.0</Projectile_Damage>
		<Damage_Type>Damage_CCM_Bossk</Damage_Type>
	</Projectile>

	<Projectile Name="Proj_Ship_Concussion_Missile">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_concussion_missile.alo</Space_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_CCM</Damage_Type>
		<Max_Speed>8.0</Max_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>MISSILE</Projectile_Category>
		<Projectile_Max_Flight_Distance>2200.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>	<!--was 750, changed so it doesn't reacquire targets-->
		<Projectile_Damage>40.0</Projectile_Damage>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Conc_Missile_Detonation_Particle</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Conc_Missile_Detonation_Particle</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Small_Dud</Projectile_Lifetime_Detonation_Particle>
		<AI_Combat_Power>300</AI_Combat_Power>
	</Projectile>
	
	<Projectile Name="Proj_Ship_Concussion_Missile_Fast"> <!-- For Gunboats -->
		<Variant_Of_Existing_Type>Proj_Ship_Concussion_Missile</Variant_Of_Existing_Type>
		<Max_Speed>10.0</Max_Speed>
		<Max_Rate_Of_Turn>3.0</Max_Rate_Of_Turn>
		<Projectile_Damage>40.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Concussion_Missile_Dummy">
		<Variant_Of_Existing_Type>Proj_Ship_Concussion_Missile</Variant_Of_Existing_Type>
		<Projectile_Damage>0.0</Projectile_Damage>
	</Projectile>

	<Projectile Name="Proj_Ship_Concussion_Missile_SSD">
		<Variant_Of_Existing_Type>Proj_Ship_Concussion_Missile</Variant_Of_Existing_Type>
		<Scale_Factor>1.5</Scale_Factor>
		<Projectile_Damage>48.0</Projectile_Damage>
		<Projectile_Max_Flight_Distance>3500.0</Projectile_Max_Flight_Distance>
	</Projectile>

	<Projectile Name="Proj_Satellite_Concussion_Missile">
		<Variant_Of_Existing_Type>Proj_Ship_Concussion_Missile</Variant_Of_Existing_Type>
		<Max_Speed>8.0</Max_Speed>
		<Scale_Factor>1.5</Scale_Factor>
		<Projectile_Damage>32.0</Projectile_Damage>
		<Projectile_Max_Scan_Range>300.0</Projectile_Max_Scan_Range> <!--Test-->
	</Projectile>

	<Projectile Name="Proj_Station_Concussion_Missile">
		<Variant_Of_Existing_Type>Proj_Ship_Concussion_Missile</Variant_Of_Existing_Type>
		<Projectile_Damage>40.0</Projectile_Damage>
		<Max_Speed>8.0</Max_Speed>
		<Scale_Factor>1.5</Scale_Factor>
	</Projectile>

	<Projectile Name="Proj_Ship_Longbow_Missile">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_LONGBOW_MISSILE.alo</Space_Model_Name>
		<Scale_Factor>4.0</Scale_Factor>
		<Damage_Type>Damage_CCM</Damage_Type>
		<Max_Speed>17.0</Max_Speed>
		<Max_Rate_Of_Turn>1.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>MISSILE</Projectile_Category>
		<Projectile_Max_Flight_Distance>3200.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>
		<Projectile_Damage>160.0</Projectile_Damage>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>DB_Missile_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>DB_Missile_Explosion</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>DB_Missile_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>DB_Missile_Explosion</Projectile_Lifetime_Detonation_Particle>
		<AI_Combat_Power>450</AI_Combat_Power>
	</Projectile>

	<!--Diamond Boron Missiles-->
	<Projectile Name="Proj_Ship_Diamond_Boron_Missile">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_concussion_missile.alo</Space_Model_Name>
		<Scale_Factor>2.0</Scale_Factor>
		<Damage_Type>Damage_DBM</Damage_Type>
		<Max_Speed>8.0</Max_Speed>
		<Max_Rate_Of_Turn>30</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>ROCKET</Projectile_Category>

		<Projectile_Rocket_Curve_Distance>500</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>0</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>500</Projectile_Rocket_Straight_Distance>

		<Projectile_Max_Flight_Distance>4000.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>2000.0</Projectile_Max_Scan_Range>
		<Explode_When_Reached_Target_Radius>Yes</Explode_When_Reached_Target_Radius>

		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>5</Projectile_Blast_Area_Dropoff_Tiers>

		<Projectile_Damage>100</Projectile_Damage>
		<Projectile_Blast_Area_Damage>100</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>200</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>DB_Missile_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>DB_Missile_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>DB_Missile_Explosion</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>DB_Missile_Explosion</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>600</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Ship_Diamond_Boron_Missile_Barrage">
		<Variant_Of_Existing_Type>Proj_Ship_Diamond_Boron_Missile</Variant_Of_Existing_Type>

		<!--Scatter radius and damage-->
		<Projectile_Damage>120</Projectile_Damage>
		<Projectile_Blast_Area_Damage>120</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>250</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>4</Projectile_Blast_Area_Dropoff_Tiers>

		<!--determines the range of barrage mode-->
		<Projectile_Max_Flight_Distance>4000.0</Projectile_Max_Flight_Distance>
		<Explode_When_Reached_Target_Radius>Yes</Explode_When_Reached_Target_Radius>

		<!--Make it fly faster so that the barrage mode is more dynamic and has more effect-->
		<Max_Speed>12.0</Max_Speed>
	</Projectile>

	<Projectile Name="Proj_Ship_Diamond_Boron_Missile_Nikomer">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_concussion_missile.alo</Space_Model_Name>
		<Scale_Factor>1.75</Scale_Factor>
		<Damage_Type>Damage_DBM</Damage_Type>
		<Max_Speed>9</Max_Speed>
		<Max_Rate_Of_Turn>30</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>ROCKET</Projectile_Category>

		<Projectile_Rocket_Curve_Distance>500</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>0</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>500</Projectile_Rocket_Straight_Distance>

		<Projectile_Max_Flight_Distance>3000.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>2000.0</Projectile_Max_Scan_Range>
		<Explode_When_Reached_Target_Radius>Yes</Explode_When_Reached_Target_Radius>

		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>3</Projectile_Blast_Area_Dropoff_Tiers>

		<Projectile_Damage>80</Projectile_Damage>
		<Projectile_Blast_Area_Damage>80</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>100</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>Unit_Boom_Explosion</Projectile_SFXEvent_Detonate><!--SFX_Concussion_Missile_Detonation-->
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>Unit_Boom_Explosion</Projectile_SFXEvent_Detonate_Reduced_By_Armor><!--SFX_Small_Damage_Detonation-->
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>DB_Missile_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>DB_Missile_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>DB_Missile_Explosion</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>DB_Missile_Explosion</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>500</AI_Combat_Power>
	</Projectile>

	<!--Plasma Cannon-->
	<Projectile Name="Proj_Ship_Plasma_Cannon">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>P_mz8Shot.alo</Space_Model_Name>
		<Damage_Type>Damage_PlasmaCannon</Damage_Type>
		<Max_Speed>15.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<SpaceBehavior>IDLE</SpaceBehavior>
		<LandBehavior>IDLE</LandBehavior>
		<Projectile_Category>DEFAULT</Projectile_Category>

		<Projectile_Max_Flight_Distance>2025.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>60.0</Projectile_Damage>
		<Projectile_Blast_Area_Range>60.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>60.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>2</Projectile_Blast_Area_Dropoff_Tiers>
<!--		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>-->

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>30</Projectile_Energy_Per_Shot>-->

		<Projectile_Object_Detonation_Particle>Medium_Explosion_Space_Empire</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Medium_Explosion_Space_Empire</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Medium_Explosion_Space_Empire</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Medium_Explosion_Space_Empire</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<AI_Combat_Power>600</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Turret_Plasma_Cannon">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>P_mz8Shot.alo</Space_Model_Name>
		<Damage_Type>Damage_PlasmaCannon</Damage_Type>
		<Max_Speed>15.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<SpaceBehavior>IDLE</SpaceBehavior>
		<LandBehavior>IDLE</LandBehavior>
		<Projectile_Category>DEFAULT</Projectile_Category>

		<Projectile_Max_Flight_Distance>1500.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>60.0</Projectile_Damage>
		<Projectile_Blast_Area_Range>75.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>60.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>2</Projectile_Blast_Area_Dropoff_Tiers>
<!--		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>-->

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>40</Projectile_Energy_Per_Shot>-->

		<Projectile_Object_Detonation_Particle>Medium_Explosion_Space_Empire</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Medium_Explosion_Space_Empire</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Medium_Explosion_Space_Empire</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Medium_Explosion_Space_Empire</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<AI_Combat_Power>700</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Station_Plasma_Cannon">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>P_mz8Shot.alo</Space_Model_Name>
		<Damage_Type>Damage_PlasmaCannon</Damage_Type>
		<Max_Speed>15.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<SpaceBehavior>IDLE</SpaceBehavior>
		<LandBehavior>IDLE</LandBehavior>
		<Projectile_Category>DEFAULT</Projectile_Category>

		<Projectile_Max_Flight_Distance>2000.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>60.0</Projectile_Damage>
		<Projectile_Blast_Area_Range>90.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>60.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>2</Projectile_Blast_Area_Dropoff_Tiers>
<!--		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>-->

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>60</Projectile_Energy_Per_Shot>-->

		<Projectile_Object_Detonation_Particle>Medium_Explosion_Space_Empire</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Medium_Explosion_Space_Empire</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Medium_Explosion_Space_Empire</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Medium_Explosion_Space_Empire</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<AI_Combat_Power>700</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<!--Mass Driver-->
	<Projectile Name="Proj_Vengeance_Mass_Driver">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>p_proton_Vengance.ALO</Space_Model_Name>
		<Scale_Factor>3.0</Scale_Factor>

		<Damage_Type>Damage_MassDriver</Damage_Type>
		<Max_Speed>70.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>

		<Projectile_Max_Flight_Distance>2100.0</Projectile_Max_Flight_Distance>

		<Projectile_Damage>25.0</Projectile_Damage>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>30</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Small_Explosion_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle/>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<AI_Combat_Power>500</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Kedalbe_Mass_Driver">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>p_proton_Vengance.ALO</Space_Model_Name>
		<Scale_Factor>3.0</Scale_Factor>

		<Damage_Type>Damage_MassDriver</Damage_Type>
		<Max_Speed>70.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>

		<Projectile_Max_Flight_Distance>2250.0</Projectile_Max_Flight_Distance>

		<Projectile_Damage>20.0</Projectile_Damage>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>30</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Small_Explosion_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle/>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<AI_Combat_Power>500</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Malevolence_Mass_Driver">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>p_proton_Vengance.ALO</Space_Model_Name>
		<Scale_Factor>3.0</Scale_Factor>

		<Damage_Type>Damage_MassDriver</Damage_Type>
		<Max_Speed>80.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>

		<Projectile_Max_Flight_Distance>2500.0</Projectile_Max_Flight_Distance>

		<Projectile_Damage>20.0</Projectile_Damage>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>40</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Small_Explosion_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle/>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<AI_Combat_Power>500</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Station_Mass_Driver">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>p_proton_Vengance.ALO</Space_Model_Name>
		<Scale_Factor>3.0</Scale_Factor>

		<Damage_Type>Damage_MassDriver</Damage_Type>
		<Max_Speed>80.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>

		<Projectile_Max_Flight_Distance>2000.0</Projectile_Max_Flight_Distance>

		<Projectile_Damage>25.0</Projectile_Damage>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>50</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Small_Explosion_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle/>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<AI_Combat_Power>500</AI_Combat_Power>
	</Projectile>

	<!--GUEAW Beam Cannons-->
	<Projectile Name="Proj_Beam_Cannon_Light">
		<Text_ID>TEXT_NONE</Text_ID>
		<Projectile_Custom_Render>2</Projectile_Custom_Render>
		<Projectile_Width>2</Projectile_Width>
		<Projectile_Length>50</Projectile_Length>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>15.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Projectile_Texture_Slot>2,0</Projectile_Texture_Slot>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Laser_Color>104,181,255,255</Projectile_Laser_Color>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>1500.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>5.0</Projectile_Damage><!--Set to 8.0 for other ships-->
		<!--<Projectile_Energy_Per_Shot>15</Projectile_Energy_Per_Shot>-->
		<AI_Combat_Power>150</AI_Combat_Power>
		<Damage_Type>Damage_Beam</Damage_Type>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Object_Detonation_Particle>Medium_Damage_Space_Beam</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Dud_Beam</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Medium</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Ground_Detonation_SurfaceFX>PROJECTILE</Projectile_Ground_Detonation_SurfaceFX>
		<Projectile_SFXEvent_Detonate>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
	</Projectile>

	<Projectile Name="Proj_Beam_Cannon_Light_Qatil">
		<Variant_Of_Existing_Type>Proj_Beam_Cannon_Light</Variant_Of_Existing_Type>
		<Projectile_Damage>6.0</Projectile_Damage>
		<Max_Speed>20.0</Max_Speed>
		<!--<Projectile_Energy_Per_Shot>3</Projectile_Energy_Per_Shot>-->
		<AI_Combat_Power>200</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Beam_Cannon">
		<Variant_Of_Existing_Type>Proj_Beam_Cannon_Light</Variant_Of_Existing_Type>
		<Projectile_Width>3</Projectile_Width>
		<Projectile_Length>60</Projectile_Length>
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Beam</Damage_Type>
		<Max_Speed>20.0</Max_Speed>
		<Projectile_Max_Flight_Distance>2100.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>10.0</Projectile_Damage>
		<!--<Projectile_Energy_Per_Shot>25</Projectile_Energy_Per_Shot>-->
		<AI_Combat_Power>250</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Beam_Cannon_Heavy">
		<Variant_Of_Existing_Type>Proj_Beam_Cannon_Light</Variant_Of_Existing_Type>
		<Projectile_Width>3</Projectile_Width>
		<Projectile_Length>60</Projectile_Length>
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Beam</Damage_Type>
		<Max_Speed>20.0</Max_Speed>
		<Projectile_Max_Flight_Distance>2600.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>12</Projectile_Damage>
		<!--<Projectile_Energy_Per_Shot>30</Projectile_Energy_Per_Shot>-->
		<AI_Combat_Power>300</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Flak_Beam_Cannon_Light">
		<Variant_Of_Existing_Type>Proj_Beam_Cannon_Light</Variant_Of_Existing_Type>
		<Projectile_Width>1.0</Projectile_Width>
		<Projectile_Length>30.0</Projectile_Length>
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_FlakBeam</Damage_Type>
		<Max_Speed>40.0</Max_Speed>
		<Projectile_Max_Flight_Distance>1000.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>4.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>4.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>10</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<!--<Projectile_Energy_Per_Shot>5</Projectile_Energy_Per_Shot>-->
		<AI_Combat_Power>60</AI_Combat_Power>
		
		<Projectile_Object_Detonation_Particle>Flak_Beam_Explosion_Small</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Flak_Beam_Explosion_Small</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Flak_Beam_Explosion_Small</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Flak_Beam_Explosion_Small</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Flak_Beam_Explosion_Small</Projectile_Object_Armor_Reduced_Detonation_Particle>
		
		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Flak_Beam_Cannon">
		<Variant_Of_Existing_Type>Proj_Beam_Cannon_Light</Variant_Of_Existing_Type>
		<Projectile_Width>1.2</Projectile_Width>
		<Projectile_Length>30</Projectile_Length>
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_FlakBeam</Damage_Type>
		<Max_Speed>40.0</Max_Speed>
		<Projectile_Max_Flight_Distance>1500.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>5.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>5.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>20</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<!--<Projectile_Energy_Per_Shot>7</Projectile_Energy_Per_Shot>-->
		<AI_Combat_Power>60</AI_Combat_Power>
		
		<Projectile_Object_Detonation_Particle>Flak_Beam_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Flak_Beam_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Flak_Beam_Explosion</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Flak_Beam_Explosion</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Flak_Beam_Explosion</Projectile_Object_Armor_Reduced_Detonation_Particle>
		
		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Flak_Beam_Cannon_Heavy">
		<Variant_Of_Existing_Type>Proj_Beam_Cannon_Light</Variant_Of_Existing_Type>
		<Projectile_Width>1.5</Projectile_Width>
		<Projectile_Length>30</Projectile_Length>
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_FlakBeam</Damage_Type>
		<Max_Speed>40.0</Max_Speed>
		<Projectile_Max_Flight_Distance>2000.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>5.0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>5.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>30</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<!--<Projectile_Energy_Per_Shot>10</Projectile_Energy_Per_Shot>-->
		<AI_Combat_Power>60</AI_Combat_Power>
		
		<Projectile_Object_Detonation_Particle>Flak_Beam_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Flak_Beam_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Flak_Beam_Explosion</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Flak_Beam_Explosion</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Flak_Beam_Explosion</Projectile_Object_Armor_Reduced_Detonation_Particle>
		
		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Heavy_Beam_Cannon">
<!--		<Variant_Of_Existing_Type>Proj_Beam_Cannon_Light</Variant_Of_Existing_Type>

		<Land_Model_Name>P_ion_cannon00.alo</Land_Model_Name>
		<Space_Model_Name>P_ion_cannon00.alo</Space_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>

		<Projectile_Width>8</Projectile_Width>
		<Projectile_Length>120.0</Projectile_Length>
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_HeavyBeam</Damage_Type>
		<Max_Speed>10.0</Max_Speed>
		<Projectile_Max_Flight_Distance>3500.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>100.0</Projectile_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<AI_Combat_Power>1000</AI_Combat_Power>

		<Projectile_Object_Detonation_Particle>Large_Damage_Land</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Large_Damage_Land</Projectile_Ground_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>-->

		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>P_HEAVYBEAM0.alo</Land_Model_Name>
		<Space_Model_Name>P_HEAVYBEAM0.alo</Space_Model_Name> <!-- Particle file is P_HeavyBeam1.alo -->
		<Damage_Type>Damage_HeavyBeam</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>20.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>

		<Projectile_Max_Flight_Distance>4000.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>100.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Small_Explosion_Space_Empire</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Small_Explosion_Space_Empire</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Small_Explosion_Space_Empire</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Small_Explosion_Space_Empire</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<AI_Combat_Power>1000</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.5</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.5</Projectile_Redirect_Chance_Modifier>
	</Projectile>
	
	<Projectile Name="Proj_Enhanced_Heavy_Beam_Cannon">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>P_HEAVYBEAM2.alo</Land_Model_Name>
		<Space_Model_Name>P_HEAVYBEAM2.alo</Space_Model_Name> <!-- Particle file is P_HeavyBeam3.alo -->
		<Damage_Type>Damage_HeavyBeam</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>30.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>

		<Projectile_Max_Flight_Distance>5000.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>125.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Medium_Explosion_Space_Empire</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Medium_Explosion_Space_Empire</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Medium_Explosion_Space_Empire</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Medium_Explosion_Space_Empire</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<AI_Combat_Power>1000</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.5</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.5</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<!--Flak Cannons-->
	<Projectile Name="Proj_Ship_Flak_Cannon">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>X_FLAK_POD.ALO</Space_Model_Name>
		<Loop_Idle_Anim_00>Yes</Loop_Idle_Anim_00>
		<Scale_Factor>2.0</Scale_Factor>
		<Max_Speed>40.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>1200.0</Projectile_Max_Flight_Distance>

		<Projectile_Damage>4</Projectile_Damage>
		<Damage_Type>Damage_FlakCannon</Damage_Type>
		<Projectile_Blast_Area_Damage>4.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>80</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
<!--		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>2</Projectile_Blast_Area_Dropoff_Tiers>-->

		<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>Unit_Anti_Air_Small_Explosion_SFX</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Death_SFXEvent_Start_Die>Unit_Anti_Air_Explosion_SFX</Death_SFXEvent_Start_Die>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Flak_Cannon_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Flak_Cannon_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Flak_Cannon_Explosion</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Flak_Cannon_Explosion</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Flak_Cannon_Explosion</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<AI_Combat_Power>100</AI_Combat_Power>
		
		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<!--MegaWeapons-->
	<Projectile Name="Proj_Ship_Krayt_Megaweapon_Ion">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>p_kraytdestoyer_presuperblast.alo</Space_Model_Name>
		<Land_Model_Name>p_kraytdestoyer_presuperblast.alo</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Krayt_Blast</Damage_Type>
		<Max_Speed>20.0</Max_Speed>
		<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<SpaceBehavior>IDLE</SpaceBehavior>
		<LandBehavior>IDLE</LandBehavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2500.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>
		<Projectile_Damage>500.0</Projectile_Damage>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>300</Projectile_Energy_Per_Shot>-->

		<Projectile_Object_Detonation_Particle>Shield_Sparks_Large</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>

		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Disables_Engines_When_Power_Drained>Yes</Projectile_Disables_Engines_When_Power_Drained>
		<Projectile_Disable_Engines_Duration>4.0</Projectile_Disable_Engines_Duration>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>

		<!--Stun specifics-this is more for visual effect than stun ability-->
		<Projectile_Ion_Stun_On_Detonation>true</Projectile_Ion_Stun_On_Detonation>
		<Projectile_Ion_Stun_Duration>4.0</Projectile_Ion_Stun_Duration><!--must be same as Projectile_Disable_Engines_Duration in this case-->
		<Projectile_Ion_Stun_Speed_Reduction_Percent>0.5f</Projectile_Ion_Stun_Speed_Reduction_Percent><!--50% speed reduction-->
		<Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>0.4</Projectile_Ion_Stun_Shot_Rate_Reduction_Percent><!--fire rate reduced to 60%-->
		<Projectile_Ion_Stun_Stack_Duration>Yes</Projectile_Ion_Stun_Stack_Duration>

		<AI_Combat_Power>3000</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Ship_Krayt_Megaweapon_Damage">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>p_kraytdestoyer_superblast.alo</Space_Model_Name>
		<Land_Model_Name>p_kraytdestoyer_superblast.alo</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Krayt_Blast</Damage_Type>
		<Max_Speed>16.0</Max_Speed>
		<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<SpaceBehavior>IDLE</SpaceBehavior>
		<LandBehavior>IDLE</LandBehavior>
		<Projectile_Category>LASER</Projectile_Category>
		<Projectile_Max_Flight_Distance>2500.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>

		<Projectile_Damage>250</Projectile_Damage>
		<Projectile_Blast_Area_Damage>250.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>200.0</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>250</Projectile_Energy_Per_Shot>-->

		<Projectile_Object_Detonation_Particle>p_kraytdestoyer_detonate</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Huge_Explosion_Space</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle>Huge_Dud</Projectile_Lifetime_Detonation_Particle>
		<AI_Combat_Power>3000</AI_Combat_Power>
		
		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Ship_Krayt_Special_Megaweapon_Damage">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>p_kraytdestroyer_superblast_special.alo</Space_Model_Name>
		<Land_Model_Name>p_kraytdestroyer_superblast_special.alo</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Krayt_Blast</Damage_Type>
		<Max_Speed>16.0</Max_Speed>
		<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<SpaceBehavior>IDLE</SpaceBehavior>
		<LandBehavior>IDLE</LandBehavior>
		<Projectile_Category>LASER</Projectile_Category>
		<Projectile_Max_Flight_Distance>2500.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>

		<Projectile_Damage>500</Projectile_Damage>
		<Projectile_Blast_Area_Damage>500.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>250.0</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>350</Projectile_Energy_Per_Shot>-->

		<Projectile_Object_Detonation_Particle>p_kraytdestoyer_detonate_special</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Huge_Explosion_Space</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle>Huge_Dud</Projectile_Lifetime_Detonation_Particle>
		<AI_Combat_Power>4000</AI_Combat_Power>
		
		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Ship_Malevolence_Megaweapon_Ion">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>P_Malevolence_Ion_Projectile.ALO</Space_Model_Name>
		<Land_Model_Name>P_Malevolence_Ion_Projectile.ALO</Land_Model_Name>
<!--		<Projectile_Width>100</Projectile_Width>
		<Projectile_Length>100.0</Projectile_Length>-->
		<Scale_Factor>1.28</Scale_Factor>
		<Damage_Type>Damage_Station_Ion</Damage_Type>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<SpaceBehavior>IDLE</SpaceBehavior>
		<LandBehavior>IDLE</LandBehavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>4000.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>
		<Projectile_Damage>100000</Projectile_Damage>
		<Explode_When_Reached_Target_Radius>Yes</Explode_When_Reached_Target_Radius>
		<Projectile_Blast_Area_Damage>100000</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>1500</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

	<!--<Projectile_Particle>Malevolence_Ion_Wave</Projectile_Particle>-->
		<Projectile_Object_Detonation_Particle>Malevolence_Ion_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>

		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Disables_Engines_When_Power_Drained>Yes</Projectile_Disables_Engines_When_Power_Drained>
		<Projectile_Disable_Engines_Duration>60.0</Projectile_Disable_Engines_Duration>

		<!--Stun specifics-this is more for visual effect than stun ability-->
		<Projectile_Ion_Stun_On_Detonation>true</Projectile_Ion_Stun_On_Detonation>
		<Projectile_Ion_Stun_Duration>60.0</Projectile_Ion_Stun_Duration><!--must be same as Projectile_Disable_Engines_Duration in this case-->
		<Projectile_Ion_Stun_Speed_Reduction_Percent>0.999f</Projectile_Ion_Stun_Speed_Reduction_Percent><!--almost total speed reduction-->
		<Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>1.0</Projectile_Ion_Stun_Shot_Rate_Reduction_Percent><!--fire rate reduced to 0%-->
		<Projectile_Ion_Stun_Stack_Duration>No</Projectile_Ion_Stun_Stack_Duration>

		<Projectile_Stun_On_Detonation>yes</Projectile_Stun_On_Detonation>
		<Projectile_Stun_Duration_Frames>1800</Projectile_Stun_Duration_Frames>
		<Projectile_Stun_Radius>1500</Projectile_Stun_Radius>
		<Projectile_Stun_Spawn_Effect>Malevolence_Ion_Damage</Projectile_Stun_Spawn_Effect>
		<Projectile_Stun_Victims_Category_Mask>Fighter | Bomber | Frigate | Corvette | Transport</Projectile_Stun_Victims_Category_Mask>
		<Projectile_Stun_Victims_Unit_Types/>

		<AI_Combat_Power>50000</AI_Combat_Power>
		
		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<!--Space Special Weapon Projectiles-->
	<Projectile Name="Proj_Underworld_Station_Main_Cannon">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>p_ui_spacestation.alo</Space_Model_Name>
		<Land_Model_Name>p_ui_spacestation.alo</Land_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_PlasmaGun</Damage_Type>
		<Max_Speed>70.0</Max_Speed>
		<Max_Rate_Of_Turn>0.3</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<SpaceBehavior>IDLE</SpaceBehavior>
		<LandBehavior>IDLE</LandBehavior>
		<Projectile_Category>DEFAULT</Projectile_Category> <!-- LASER -->
		<Projectile_Max_Flight_Distance>20000.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>0.0</Projectile_Max_Scan_Range>

		<Projectile_Damage>2000</Projectile_Damage>
		<Projectile_Blast_Area_Damage>2000.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>200.0</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>1000</Projectile_Energy_Per_Shot>-->

		<Projectile_Object_Detonation_Particle>p_kraytdestoyer_detonate</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Huge_Explosion_Space</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle>Huge_Dud</Projectile_Lifetime_Detonation_Particle>
		<AI_Combat_Power>6000</AI_Combat_Power>
		
		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>
	
	<Projectile Name="Proj_Plasma_Cannon_Special_Weapon">
		<Variant_Of_Existing_Type>Proj_Underworld_Station_Main_Cannon</Variant_Of_Existing_Type>
		<Scale_Factor>2.0</Scale_Factor>
		<Max_Speed>80.0</Max_Speed>

		<Projectile_Max_Flight_Distance>50000.0</Projectile_Max_Flight_Distance>
		<Projectile_Damages_Random_Hard_Points>yes</Projectile_Damages_Random_Hard_Points>

		<Projectile_Damage>4000</Projectile_Damage>
		<Projectile_Blast_Area_Damage>4000.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>300.0</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>2</Projectile_Blast_Area_Dropoff_Tiers>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<!--Special Structure Projectiles USE THESE ONLY ON SPECIAL STRUCTURES!!!-->
	<Projectile Name="Proj_Hypervelocity_Gun">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_hyper_gun_slug.ALO</Land_Model_Name>
		<Space_Model_Name>p_hyper_gun_slug.ALO</Space_Model_Name>
		<Damage_Type>Damage_HyperGun</Damage_Type>
		<Projectile_Damages_Random_Hard_Points>yes</Projectile_Damages_Random_Hard_Points>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>70.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<!--CAN'T have acceleration on projectile-will not work with INTERCEPT CODE!!!!-->
		<Projectile_Acceleration_Per_Frame>0.0</Projectile_Acceleration_Per_Frame>
		<Projectile_Max_Flight_Distance>50000.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>300.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Small_Explosion_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>Large_Dud</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle/>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<AI_Combat_Power>30000</AI_Combat_Power>

		<Projectile_Block_Chance_Modifier>0.5</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.5</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Ion_Cannon_Planetary">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>P_ion_cannon00.alo</Land_Model_Name>
		<Space_Model_Name>P_ion_cannon00.alo</Space_Model_Name>
		<Damage_Type>Damage_IonGun</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>300.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>

		<!--CAN'T have acceleration on projectile-will not work with INTERCEPT CODE!!!!-->
		<Projectile_Acceleration_Per_Frame>0.0</Projectile_Acceleration_Per_Frame>

		<Projectile_Max_Flight_Distance>100000.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>30000.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle/>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_Disables_Engines_When_Power_Drained>Yes</Projectile_Disables_Engines_When_Power_Drained>
		<Projectile_Disable_Engines_Duration>10.0</Projectile_Disable_Engines_Duration>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<AI_Combat_Power>20000</AI_Combat_Power>

		<!--Stun specifics-->
		<Projectile_Ion_Stun_On_Detonation>true</Projectile_Ion_Stun_On_Detonation>
		<Projectile_Ion_Stun_Duration>30.0</Projectile_Ion_Stun_Duration><!--must be same as Projectile_Disable_Engines_Duration in this case-->
		<Projectile_Ion_Stun_Speed_Reduction_Percent>0.999f</Projectile_Ion_Stun_Speed_Reduction_Percent><!--almost total speed reduction-->
		<Projectile_Ion_Stun_Shot_Rate_Reduction_Percent>0.8</Projectile_Ion_Stun_Shot_Rate_Reduction_Percent><!--fire rate reduced to 20%-->
		<Projectile_Ion_Stun_Stack_Duration>No</Projectile_Ion_Stun_Stack_Duration>
		
		<Projectile_Block_Chance_Modifier>0.5</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.5</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Hyper_Beam_Cannon">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>P_HeavyBeam.ALO</Land_Model_Name>
		<Space_Model_Name>P_HeavyBeam.ALO</Space_Model_Name>
		<Damage_Type>Damage_HyperBeamGun</Damage_Type>
		<Projectile_Damages_Random_Hard_Points>yes</Projectile_Damages_Random_Hard_Points>
		<Scale_Factor>15.0</Scale_Factor>
		<Max_Speed>125.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>DEFAULT</Projectile_Category>
		<!--CAN'T have acceleration on projectile-will not work with INTERCEPT CODE!!!!-->
		<Projectile_Acceleration_Per_Frame>0.0</Projectile_Acceleration_Per_Frame>
		<Projectile_Max_Flight_Distance>80000.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>200.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>P_Hyperbeam_Hit</Projectile_Object_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>P_Hyperbeam_Hit</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>P_Hyperbeam_Hit</Projectile_Absorbed_By_Shields_Particle>
		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<AI_Combat_Power>10000</AI_Combat_Power>
		
		<Projectile_Block_Chance_Modifier>0.5</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.5</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<!--Self Destruct Blasts-->
	<Projectile Name="TIE_Bomb_Self_Destruct_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<!--Instant explosion-->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>

		<!--Not used-area_blast damage override this-->
		<Projectile_Damage>0.0</Projectile_Damage>

		<!--Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect-->
		<Projectile_Blast_Area_Range>200.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>60.0</Projectile_Blast_Area_Damage>
		<Damage_Type>Damage_StarBase_Self_Destruct</Damage_Type>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->

		<!--Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect-->
		<!-- SoaFE: Removed to reduce lag in mass detonations -->
		<Projectile_Lifetime_Detonation_Particle/>
	</Projectile>

	<Projectile Name="Underworld_Defense_Station_Self_Destruct_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<!--Instant explosion-->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>

		<!--Not used-area_blast damage override this-->
		<Projectile_Damage>0.0</Projectile_Damage>

		<!--Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect-->
		<Projectile_Blast_Area_Range>1000.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>2500.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>2</Projectile_Blast_Area_Dropoff_Tiers>
		<Damage_Type>Damage_StarBase_Self_Destruct</Damage_Type>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->

		<!--Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect-->
		<Projectile_Lifetime_Detonation_Particle>Friggin_Huge_Explosion_Space</Projectile_Lifetime_Detonation_Particle>
		
		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Krayt_Self_Destruct_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<!--Instant explosion-->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>

		<!--Not used-area_blast damage override this-->
		<Projectile_Damage>0.0</Projectile_Damage>

		<!--Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect-->
		<Projectile_Blast_Area_Range>800.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>2000.0</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>2</Projectile_Blast_Area_Dropoff_Tiers>
		<Damage_Type>Damage_StarBase_Self_Destruct</Damage_Type>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->

		<!--Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect-->
		<Projectile_Lifetime_Detonation_Particle>Friggin_Huge_Explosion_Space</Projectile_Lifetime_Detonation_Particle>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Vengeance_Self_Destruct_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<!--Instant explosion-->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>

		<!--Not used-area_blast damage override this-->
		<Projectile_Damage>0.0</Projectile_Damage>

		<!--Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect-->
		<Projectile_Blast_Area_Range>600.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>1200.0</Projectile_Blast_Area_Damage>
		<Damage_Type>Damage_StarBase_Self_Destruct</Damage_Type>
		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>2</Projectile_Blast_Area_Dropoff_Tiers>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->

		<!--Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect-->
		<Projectile_Lifetime_Detonation_Particle>Friggin_Huge_Explosion_Space</Projectile_Lifetime_Detonation_Particle>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Minefield_Self_Destruct_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<!--Instant explosion-->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>

		<!--Not used-area_blast damage override this-->
		<Projectile_Damage>150.0</Projectile_Damage>

		<!--Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect-->
		<Projectile_Blast_Area_Range>400.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>200.0</Projectile_Blast_Area_Damage>
		<Damage_Type>Damage_StarBase_Self_Destruct</Damage_Type>
		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>2</Projectile_Blast_Area_Dropoff_Tiers>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->

		<!--Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect-->
		<Projectile_Lifetime_Detonation_Particle>Huge_Explosion_Space</Projectile_Lifetime_Detonation_Particle>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Minefield_Self_Destruct_Blast_Weak">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<!--Instant explosion-->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>

		<!--Not used-area_blast damage override this-->
		<Projectile_Damage>75.0</Projectile_Damage>

		<!--Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect-->
		<Projectile_Blast_Area_Range>400.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>50.0</Projectile_Blast_Area_Damage>
		<Damage_Type>Damage_StarBase_Self_Destruct</Damage_Type>
		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>2</Projectile_Blast_Area_Dropoff_Tiers>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->

		<!--Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect-->
		<Projectile_Lifetime_Detonation_Particle>Huge_Explosion_Space</Projectile_Lifetime_Detonation_Particle>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Ion_Storm_Emitter_Death_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<!--Instant explosion-->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>

		<!--Not used-area_blast damage override this-->
		<Projectile_Damage>25.0</Projectile_Damage>

		<!--Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect-->
		<Projectile_Blast_Area_Range>1750.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>25.0</Projectile_Blast_Area_Damage>
		<Damage_Type>Damage_StarBase_Self_Destruct</Damage_Type>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<!--Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect-->
		<Projectile_Weaken_Enemy_On_Detonation>Yes</Projectile_Weaken_Enemy_On_Detonation>
		<Projectile_Weaken_Enemy_Duration_Seconds>20.0</Projectile_Weaken_Enemy_Duration_Seconds>

		<!--If you change this radius, update the Area_Effect_Decal_Distance for the WEAKEN_ENEMY ability in the Sundered_Heart-->
		<Projectile_Weaken_Enemy_Radius>1750</Projectile_Weaken_Enemy_Radius>

		<!--Adjust particle lifetime to correspond to duration of this effect in (Particles.XML)-->
		<Projectile_Weaken_Enemy_Spawn_Effect>ISE_Weaken_Enemy_Particle_Effect</Projectile_Weaken_Enemy_Spawn_Effect>

		<!--When the weakened unit takes damage x, it'll be multiplied by (1.0f + Projectile_Weaken_Enemy_Vulnerability_Percent)-->
		<Projectile_Weaken_Enemy_Take_Damage_Increase_Percent>0</Projectile_Weaken_Enemy_Take_Damage_Increase_Percent>

		<!--When the weakened unit causes damage x, it'll be multiplied by (1.0f - Projectile_Weaken_Enemy_Damage_Reduction_Percent)-->
		<Projectile_Weaken_Enemy_Cause_Damage_Reduction_Percent>0.80</Projectile_Weaken_Enemy_Cause_Damage_Reduction_Percent>

		<!--Types of the units that can be weakened (enemies only)-->
		<Projectile_Weaken_Enemy_Targets_Category_Mask>All</Projectile_Weaken_Enemy_Targets_Category_Mask>

		<Projectile_SFXEvent_Detonate>SFX_Weaken_Detonation</Projectile_SFXEvent_Detonate>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="GC_Asteroid_Mine_Death_Explosion">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<!--Instant explosion-->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>

		<!--Not used-area_blast damage override this-->
		<Projectile_Damage>800.0</Projectile_Damage>

		<!--Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect-->
		<Projectile_Blast_Area_Range>600.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>800.0</Projectile_Blast_Area_Damage>
		<Damage_Type>Damage_StarBase_Self_Destruct</Damage_Type>
		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>3</Projectile_Blast_Area_Dropoff_Tiers>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->

		<!--Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect-->
		<Projectile_Lifetime_Detonation_Particle>Huge_Explosion_Space</Projectile_Lifetime_Detonation_Particle>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<!--Misc. Projectiles-->
	<Projectile Name="Proj_Drunk_Missile">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_concussion_missile.alo</Space_Model_Name>
		<Scale_Factor>4</Scale_Factor>
		<Damage_Type>Damage_DBM</Damage_Type>
		<Max_Speed>20</Max_Speed>
		<Max_Rate_Of_Turn>360</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>ROCKET</Projectile_Category>

		<Projectile_Rocket_Curve_Distance>400</Projectile_Rocket_Curve_Distance>
		<Projectile_Rocket_Curve_Offset>180</Projectile_Rocket_Curve_Offset>
		<Projectile_Rocket_Straight_Distance>120</Projectile_Rocket_Straight_Distance>

		<Projectile_Max_Flight_Distance>3000</Projectile_Max_Flight_Distance>
		<Projectile_Max_Scan_Range>2000.0</Projectile_Max_Scan_Range>
		<Explode_When_Reached_Target_Radius>Yes</Explode_When_Reached_Target_Radius>

		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>5</Projectile_Blast_Area_Dropoff_Tiers>

		<Projectile_Damage>0</Projectile_Damage>
		<Projectile_Blast_Area_Damage>500</Projectile_Blast_Area_Damage>
		<Projectile_Blast_Area_Range>200</Projectile_Blast_Area_Range>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_SFXEvent_Detonate>SFX_Concussion_Missile_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_SFXEvent_Detonate_Reduced_By_Armor>SFX_Small_Damage_Detonation</Projectile_SFXEvent_Detonate_Reduced_By_Armor>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>DB_Missile_Explosion</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>DB_Missile_Explosion</Projectile_Ground_Detonation_Particle>
		<Projectile_Object_Armor_Reduced_Detonation_Particle>DB_Missile_Explosion</Projectile_Object_Armor_Reduced_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>DB_Missile_Explosion</Projectile_Lifetime_Detonation_Particle>
		<AI_Combat_Power>600</AI_Combat_Power>
	</Projectile>

	<Projectile Name="Proj_Cluster_Bomb">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_THERMAL_DETONATOR.ALO</Land_Model_Name>
		<Space_Model_Name>W_THERMAL_DETONATOR.ALO</Space_Model_Name>
		<Scale_Factor>10.0</Scale_Factor>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<Max_Speed>12.0</Max_Speed>
		<Damage_Type>Damage_StarBase_Self_Destruct</Damage_Type>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, BOMB</Behavior>
		<Projectile_Category>CLUSTER_BOMB</Projectile_Category>

		<Projectile_Damage>0</Projectile_Damage>
		<Projectile_Blast_Area_Range>150.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>100.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>3</Projectile_Blast_Area_Dropoff_Tiers>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->
		<Death_Explosions>Large_Explosion_Space</Death_Explosions>
		<AI_Combat_Power>300</AI_Combat_Power>
		<Projectile_Max_Flight_Distance>500.0</Projectile_Max_Flight_Distance>
		<Death_SFXEvent_Start_Die>Unit_Corvette_Death_SFX</Death_SFXEvent_Start_Die>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Shockwave_Bomb">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>W_THERMAL_DETONATOR.ALO</Land_Model_Name>
		<Space_Model_Name>W_THERMAL_DETONATOR.ALO</Space_Model_Name>
		<Scale_Factor>1.0</Scale_Factor>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<Max_Speed>0.0</Max_Speed>
		<Damage_Type>Damage_PRT</Damage_Type>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, BOMB</Behavior>
		<Projectile_Category>CLUSTER_BOMB</Projectile_Category>

		<Projectile_Damage>0</Projectile_Damage>
		<Projectile_Blast_Area_Range>600.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>140.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>2</Projectile_Blast_Area_Dropoff_Tiers>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->
		<Death_Explosions>P_SHOCKWAVE_BOMB</Death_Explosions>
		<AI_Combat_Power>300</AI_Combat_Power>
		<Projectile_Max_Flight_Distance>600.0</Projectile_Max_Flight_Distance>
		<Death_SFXEvent_Start_Die>SFX_Sizemic_Detonation</Death_SFXEvent_Start_Die>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<!--Slave I's Harmonic bomb-->
	<Projectile Name="Proj_Harmonic_Bomb_Slave_I">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>p_seismic_bomb00.alo</Land_Model_Name>
		<Space_Model_Name>p_seismic_bomb00.ALO</Space_Model_Name>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<Max_Speed>0.0</Max_Speed>
		<Damage_Type>Damage_StarBase_Self_Destruct</Damage_Type>
		<Scale_Factor>3.0</Scale_Factor>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, BOMB</Behavior>
		<Projectile_Category>STATIC_BOMB</Projectile_Category>
		<Projectile_Damage>200</Projectile_Damage>
		<Projectile_Blast_Area_Range>600.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>200.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Grenade_Sticks_On_Collision>no</Projectile_Grenade_Sticks_On_Collision>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->
		<Death_Explosions>Harmonic_Bomb_Explosion_Slave_I</Death_Explosions>
		<Death_SFXEvent_Start_Die>SFX_Sizemic_Detonation</Death_SFXEvent_Start_Die>
		<AI_Combat_Power>300</AI_Combat_Power>
		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>3</Projectile_Blast_Area_Dropoff_Tiers>

		<!--detonation particle and SFX-->
		<Projectile_Object_Detonation_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Object_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Harmonic_Bomb_Explosion_Slave_I</Projectile_Lifetime_Detonation_Particle>
		<Projectile_SFXEvent_Detonate/>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Proj_Missile_Jammer_Pod">
		<Text_ID>TEXT_NONE</Text_ID>
		<Land_Model_Name>NV_DEFENSESATELLITE.alo</Land_Model_Name>
		<Space_Model_Name>NV_DEFENSESATELLITE.ALO</Space_Model_Name>
		<Loop_Idle_Anim_00>No</Loop_Idle_Anim_00>
		<Max_Speed>0.0</Max_Speed>
		<Damage_Type>Damage_Default</Damage_Type>
		<Scale_Factor>0.15</Scale_Factor>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, BOMB, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>STATIC_BOMB</Projectile_Category>

		<Projectile_Damage>0</Projectile_Damage>
		<Projectile_Blast_Area_Range>1.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>1.0</Projectile_Blast_Area_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->
		<Death_Explosions>Small_Explosion_Space</Death_Explosions>
		<Death_SFXEvent_Start_Die>SFX_Small_Damage_Detonation</Death_SFXEvent_Start_Die>
		<AI_Combat_Power>5</AI_Combat_Power>

		<Passive_Missile_Shield_Radius>600.0</Passive_Missile_Shield_Radius>

		<!--detonation particle and SFX-->
		<Projectile_Object_Detonation_Particle>Large_Damage_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Large_Damage_Space</Projectile_Lifetime_Detonation_Particle>
		<Projectile_SFXEvent_Detonate/>

	<Abilities SubObjectList="Yes">
		<Sensor_Jamming_Ability Name="Katarn_Sensor_Jamming">
			<Activation_Style>COMBAT_AUTOMATIC</Activation_Style>
			<Duration_In_Secs>60.0</Duration_In_Secs>
			<Blob_Color>0, 127, 255, 255</Blob_Color>
			<Blob_Material_Name>Generic_Range_Indicator_Highlight</Blob_Material_Name>
		</Sensor_Jamming_Ability>
	</Abilities>
	</Projectile>

	<!--MAY BE OBSOLETE-->
	<Projectile Name="Proj_DS_Superlaser">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_LASER_LARGEG.ALO</Space_Model_Name>
		<Projectile_Custom_Render>1</Projectile_Custom_Render>
		<Projectile_Width>1.3</Projectile_Width>
		<Projectile_Length>19.4</Projectile_Length>
		<Projectile_Texture_Slot>3,0</Projectile_Texture_Slot>
		<Scale_Factor>1.0</Scale_Factor>
		<Damage_Type>Damage_Default</Damage_Type>
		<Max_Speed>25.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>Laser</Projectile_Category>
		<Projectile_Max_Flight_Distance>2500.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>30000.0</Projectile_Damage>
		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>500</Projectile_Energy_Per_Shot>-->
		<Projectile_Object_Detonation_Particle>Huge_Explosion_Space</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle/>
		<Projectile_Lifetime_Detonation_Particle/>
		<Projectile_Absorbed_By_Shields_Particle>Projectile_Shield_Absorb_Large</Projectile_Absorbed_By_Shields_Particle>
		<AI_Combat_Power>600000</AI_Combat_Power>
	</Projectile>

	<!--Special space projectile to instantly detonate and reveal the map via the "FOW Reveal Ping" unit ability-->
	<Projectile Name="Proj_Special_Space_FOW_Reveal_Ping_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_LASER_INVISIBLE.ALO</Space_Model_Name>
		<Damage_Type>Damage_Default</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>0.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED, REVEAL</Behavior><!--REVEAL for FOW-->

		<Space_FOW_Reveal_Range>1000.0</Space_FOW_Reveal_Range><!--REVEAL for FOW-->
		<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier><!--REVEAL for FOW-->

		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>0.0</Projectile_Damage><!--No damage, FOW reveal-->
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->
		<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_Object_Detonation_Particle>FOW_Ping_Blast_Particles</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>FOW_Ping_Blast_Particles</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>FOW_Ping_Blast_Particles</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle/>
		<AI_Combat_Power>0</AI_Combat_Power>

		<!--Oksana: enemy should not be able to see this particle effect. Use this flag with caution-ask me why.-->
		<Model_Visible_To_Enemy>No</Model_Visible_To_Enemy>
	</Projectile>
	
	<Projectile Name="Proj_Special_Space_FOW_Reveal_Ping_Blast_Large">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_LASER_INVISIBLE.ALO</Space_Model_Name>
		<Damage_Type>Damage_Default</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>0.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED, REVEAL</Behavior><!--REVEAL for FOW-->

		<Space_FOW_Reveal_Range>1500.0</Space_FOW_Reveal_Range><!--REVEAL for FOW-->
		<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier><!--REVEAL for FOW-->

		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>0.0</Projectile_Damage><!--No damage, FOW reveal-->
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->
		<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_Object_Detonation_Particle>FOW_Ping_Blast_Particles</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>FOW_Ping_Blast_Particles</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>FOW_Ping_Blast_Particles</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle/>
		<AI_Combat_Power>0</AI_Combat_Power>

		<!--Oksana: enemy should not be able to see this particle effect. Use this flag with caution-ask me why.-->
		<Model_Visible_To_Enemy>No</Model_Visible_To_Enemy>
	</Projectile>
	
	<Projectile Name="Proj_Special_Space_FOW_Reveal_Ping_Blast_Huge">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_LASER_INVISIBLE.ALO</Space_Model_Name>
		<Damage_Type>Damage_Default</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>0.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED, REVEAL</Behavior><!--REVEAL for FOW-->

		<Space_FOW_Reveal_Range>2000.0</Space_FOW_Reveal_Range><!--REVEAL for FOW-->
		<Dense_FOW_Reveal_Range_Multiplier>1.0</Dense_FOW_Reveal_Range_Multiplier><!--REVEAL for FOW-->

		<Projectile_Category>DEFAULT</Projectile_Category>
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<Projectile_Damage>0.0</Projectile_Damage><!--No damage, FOW reveal-->
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->
		<Projectile_SFXEvent_Detonate>SFX_Proton_Torpedo_Detonation</Projectile_SFXEvent_Detonate>
		<Projectile_Object_Detonation_Particle>FOW_Ping_Blast_Particles</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>FOW_Ping_Blast_Particles</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>FOW_Ping_Blast_Particles</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle/>
		<AI_Combat_Power>0</AI_Combat_Power>

		<!--Oksana: enemy should not be able to see this particle effect. Use this flag with caution-ask me why.-->
		<Model_Visible_To_Enemy>No</Model_Visible_To_Enemy>
	</Projectile>

	<Projectile Name="Antilles_Weaken_Enemy_Effect">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<!--Instant explosion-->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>

		<!--Not used-->
		<Projectile_Damage>0.0</Projectile_Damage>

		<!--Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect-->
		<Projectile_Weaken_Enemy_On_Detonation>Yes</Projectile_Weaken_Enemy_On_Detonation>
		<Projectile_Weaken_Enemy_Duration_Seconds>15.0</Projectile_Weaken_Enemy_Duration_Seconds>

		<!--If you change this radius, update the Area_Effect_Decal_Distance for the WEAKEN_ENEMY ability in the Sundered_Heart-->
		<Projectile_Weaken_Enemy_Radius>400</Projectile_Weaken_Enemy_Radius>

		<!--Adjust particle lifetime to correspond to duration of this effect in (Particles.XML)-->
		<Projectile_Weaken_Enemy_Spawn_Effect>Weaken_Enemy_Particle_Effect</Projectile_Weaken_Enemy_Spawn_Effect>

		<!--When the weakened unit takes damage x, it'll be multiplied by (1.0f + Projectile_Weaken_Enemy_Vulnerability_Percent)-->
		<Projectile_Weaken_Enemy_Take_Damage_Increase_Percent>0</Projectile_Weaken_Enemy_Take_Damage_Increase_Percent>

		<!--When the weakened unit causes damage x, it'll be multiplied by (1.0f - Projectile_Weaken_Enemy_Damage_Reduction_Percent)-->
		<Projectile_Weaken_Enemy_Cause_Damage_Reduction_Percent>0.5</Projectile_Weaken_Enemy_Cause_Damage_Reduction_Percent>

		<!--Types of the units that can be weakened (enemies only)-->
		<Projectile_Weaken_Enemy_Targets_Category_Mask>All</Projectile_Weaken_Enemy_Targets_Category_Mask>

		<Projectile_SFXEvent_Detonate>SFX_Weaken_Detonation</Projectile_SFXEvent_Detonate>

		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->

		<Projectile_Lifetime_Detonation_Particle>Weaken_Enemy_Detonation_Effect</Projectile_Lifetime_Detonation_Particle>
	</Projectile>

	<Projectile Name="Proj_Special_Instant_Heal_Blast">
		<Text_ID>TEXT_NONE</Text_ID>
		<Space_Model_Name>W_LASER_INVISIBLE.ALO</Space_Model_Name>
		<Damage_Type>Damage_Default</Damage_Type>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>0.0</Max_Speed>
		<Max_Rate_Of_Turn>0.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, BOMB, HIDE_WHEN_FOGGED</Behavior>
		<Projectile_Category>STATIC_BOMB</Projectile_Category> <!-- Ability requires Static_Bomb, Projectile heal (deleted) requires Default -->
<!--		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>-->
		<Projectile_Damage>1.0</Projectile_Damage><!-- No damage, heal blast -->
		<Projectile_Blast_Area_Range>1.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>1.0</Projectile_Blast_Area_Damage>
		<Projectile_Does_Shield_Damage>No</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>Yes</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>No</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>
		<Projectile_SFXEvent_Detonate>Unit_Force_Area_Heal</Projectile_SFXEvent_Detonate>
		<Death_Explosions>Force_Instant_Heal_Particles_Space</Death_Explosions>								<!-- Frank STUB PLACEHOLDER -->
		<Projectile_Object_Detonation_Particle>Force_Instant_Heal_Particles_Space</Projectile_Object_Detonation_Particle>		<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Ground_Detonation_Particle>Force_Instant_Heal_Particles_Space</Projectile_Ground_Detonation_Particle>		<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Lifetime_Detonation_Particle>Force_Instant_Heal_Particles_Space</Projectile_Lifetime_Detonation_Particle>	<!-- Gary STUB PLACEHOLDER -->
		<Projectile_Absorbed_By_Shields_Particle/>
		<AI_Combat_Power>0</AI_Combat_Power>

	<Abilities SubObjectList="Yes">
		<Force_Healing_Ability Name="Augmentor_Structure_Repair"> <!-- Heals 1 station hardpoint -->
			<Activation_Style>Space_Automatic</Activation_Style>
			<Heal_Range>720.0</Heal_Range>
			<Heal_Percent>0.30</Heal_Percent>
			<Heal_Amount>500.0</Heal_Amount>
			<Heal_Interval_In_Secs>2.0</Heal_Interval_In_Secs>
			<Single_Target_Heal>No</Single_Target_Heal>
			<Applicable_Unit_Categories>Structure</Applicable_Unit_Categories>
			<Applicable_Unit_Types>
				Hutt_Asteroid_Base_1, Hutt_Asteroid_Base_2, Hutt_Asteroid_Base_3, Hutt_Asteroid_Base_4, Hutt_Asteroid_Base_5,
				Skirmish_Hutt_Base_1, Skirmish_Hutt_Base_2, Skirmish_Hutt_Base_3, Skirmish_Hutt_Base_4, Skirmish_Hutt_Base_5,
				Tournament_Hutt_Base_1, Tournament_Hutt_Base_2, Tournament_Hutt_Base_3, Tournament_Hutt_Base_4, Tournament_Hutt_Base_5,
				Upgrade_Drydock_1H, Upgrade_Drydock_2H, Upgrade_Drydock_3H, Upgrade_Drydock_4H, Advanced_Drydock_H,
				Tournament_Upgrade_Drydock_1H, Tournament_Upgrade_Drydock_2H, Tournament_Upgrade_Drydock_3H, Tournament_Upgrade_Drydock_4H, Tournament_Advanced_Drydock_H,
				Hutt_Defense_Station, Hutt_Defense_Station_GC
			</Applicable_Unit_Types>
			<SFXEvent_Target_Affected/>
		</Force_Healing_Ability>
	</Abilities>
	</Projectile>
	
	<Projectile Name="Proj_Construction_Pod_Detonation_Skirmish">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>0.3</Scale_Factor>
		<Max_Speed>6.0</Max_Speed>
		<Max_Rate_Of_Turn>4.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE, HIDE_WHEN_FOGGED</Behavior>

		<!-- Instant explosion -->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>
		<Projectile_Max_Lifetime>0.0</Projectile_Max_Lifetime>
		<!-- Not used - area_blast damage override this -->
		<Projectile_Damage>2000.0</Projectile_Damage>

		<!-- Ask artists to adjust detonation particle to be the same size as area blast range for correct visual effect -->
		<Projectile_Blast_Area_Range>400.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>2000.0</Projectile_Blast_Area_Damage><!-- jdg was 175 -->
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>

		<Damage_Type>Damage_StarBase_Self_Destruct</Damage_Type>
		<Projectile_Damage_Delay_Secs>0.3</Projectile_Damage_Delay_Secs>

		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>

		<Projectile_Object_Detonation_Particle>Friggin_Huge_Explosion_Space_Empire</Projectile_Object_Detonation_Particle>
		<Projectile_Ground_Detonation_Particle>Friggin_Huge_Explosion_Space_Empire</Projectile_Ground_Detonation_Particle>
		<Projectile_Lifetime_Detonation_Particle>Friggin_Huge_Explosion_Space_Empire</Projectile_Lifetime_Detonation_Particle>
		<Projectile_Absorbed_By_Shields_Particle>Friggin_Huge_Explosion_Space_Empire</Projectile_Absorbed_By_Shields_Particle>

		<Projectile_Block_Chance_Modifier>0.0</Projectile_Block_Chance_Modifier>
		<Projectile_Redirect_Chance_Modifier>0.0</Projectile_Redirect_Chance_Modifier>
	</Projectile>

	<Projectile Name="Self_Destruct_Star_Base_Level_1_Empire">
		<Text_ID>TEXT_NONE</Text_ID>
		<Scale_Factor>1.0</Scale_Factor>
		<Max_Speed>1.0</Max_Speed>
		<Max_Rate_Of_Turn>1.0</Max_Rate_Of_Turn>
		<Behavior>PROJECTILE</Behavior>

		<!--Instant explosion-->
		<Projectile_Max_Flight_Distance>0.0</Projectile_Max_Flight_Distance>

		<!--Not used-area_blast damage override this-->
		<Projectile_Damage>0.0</Projectile_Damage>

		<Projectile_Blast_Area_Range>1200.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>1200.0</Projectile_Blast_Area_Damage>
		<Max_Secs_For_AE_Delayed_Damage>0</Max_Secs_For_AE_Delayed_Damage>
		<Projectile_Blast_Area_Dropoff>True</Projectile_Blast_Area_Dropoff>
		<Projectile_Blast_Area_Dropoff_Tiers>5</Projectile_Blast_Area_Dropoff_Tiers>
		<Damage_Type>Damage_StarBase_Self_Destruct</Damage_Type>

		<Projectile_Does_Shield_Damage>Yes</Projectile_Does_Shield_Damage>
		<Projectile_Does_Energy_Damage>No</Projectile_Does_Energy_Damage>
		<Projectile_Does_Hitpoint_Damage>Yes</Projectile_Does_Hitpoint_Damage>
		<!--<Projectile_Energy_Per_Shot>0</Projectile_Energy_Per_Shot>-->

		<Projectile_Lifetime_Detonation_Particle>Friggin_Huge_Explosion_Space_Empire</Projectile_Lifetime_Detonation_Particle>
		<Projectile_SFXEvent_Detonate>SFX_Plex_Missile_Detonation</Projectile_SFXEvent_Detonate>
	</Projectile>

	<Projectile Name="Self_Destruct_Star_Base_Level_2_Empire">
		<Variant_Of_Existing_Type>Self_Destruct_Star_Base_Level_1_Empire</Variant_Of_Existing_Type>
		<Projectile_Blast_Area_Range>1400.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>1400.0</Projectile_Blast_Area_Damage>
	</Projectile>

	<Projectile Name="Self_Destruct_Star_Base_Level_3_Empire">
		<Variant_Of_Existing_Type>Self_Destruct_Star_Base_Level_1_Empire</Variant_Of_Existing_Type>
		<Projectile_Blast_Area_Range>1600.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>1600.0</Projectile_Blast_Area_Damage>
	</Projectile>

	<Projectile Name="Self_Destruct_Star_Base_Level_4_Empire">
		<Variant_Of_Existing_Type>Self_Destruct_Star_Base_Level_1_Empire</Variant_Of_Existing_Type>
		<Projectile_Blast_Area_Range>1800.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>1800.0</Projectile_Blast_Area_Damage>
	</Projectile>

	<Projectile Name="Self_Destruct_Star_Base_Level_5_Empire">
		<Variant_Of_Existing_Type>Self_Destruct_Star_Base_Level_1_Empire</Variant_Of_Existing_Type>
		<Projectile_Blast_Area_Range>2000.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>2000.0</Projectile_Blast_Area_Damage>
	</Projectile>

	<Projectile Name="Self_Destruct_Star_Base_Level_1_Rebel">
		<Variant_Of_Existing_Type>Self_Destruct_Star_Base_Level_1_Empire</Variant_Of_Existing_Type>
		<Projectile_Lifetime_Detonation_Particle>Friggin_Huge_Explosion_Space</Projectile_Lifetime_Detonation_Particle>
	</Projectile>

	<Projectile Name="Self_Destruct_Star_Base_Level_2_Rebel">
		<Variant_Of_Existing_Type>Self_Destruct_Star_Base_Level_1_Rebel</Variant_Of_Existing_Type>
		<Projectile_Blast_Area_Range>1400.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>1400.0</Projectile_Blast_Area_Damage>
	</Projectile>

	<Projectile Name="Self_Destruct_Star_Base_Level_3_Rebel">
		<Variant_Of_Existing_Type>Self_Destruct_Star_Base_Level_1_Rebel</Variant_Of_Existing_Type>
		<Projectile_Blast_Area_Range>1600.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>1600.0</Projectile_Blast_Area_Damage>
	</Projectile>

	<Projectile Name="Self_Destruct_Star_Base_Level_4_Rebel">
		<Variant_Of_Existing_Type>Self_Destruct_Star_Base_Level_1_Rebel</Variant_Of_Existing_Type>
		<Projectile_Blast_Area_Range>1800.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>1800.0</Projectile_Blast_Area_Damage>
	</Projectile>

	<Projectile Name="Self_Destruct_Star_Base_Level_5_Rebel">
		<Variant_Of_Existing_Type>Self_Destruct_Star_Base_Level_1_Rebel</Variant_Of_Existing_Type>
		<Projectile_Blast_Area_Range>2000.0</Projectile_Blast_Area_Range>
		<Projectile_Blast_Area_Damage>2000.0</Projectile_Blast_Area_Damage>
	</Projectile>
</Projectiles>





