Imperial personnel=======================================================================================
COMPONENT DATA FILE
=======================================================================================

-STAR WARS REBELLION MOD-
         V 1.0
(BASED ON: Star Wars ii Mod)

Name:
  The name of this component.

Description:
  A brief description of this component and its uses.

Pic Num:
  The picture number from the Comps.bmp used for this component.

Tonnage Space Taken:
  The number of spaces in a ship size that are taken up by this component.

Tonnage Structure:
  The number of points of damage this component can withstand before being destroyed.

Cost Minerals, Cost Organics, Cost Radioactives:
  The cost of this component in this resource.

Vehicle Type:
  The type of vehicle this component can be placed in.
  Allowable Values for Vehicle Type:
    Ship, Base, Fighter, Satellite, Mine, Troop, Drone, WeapPlatform
    Ship\Base, Ship\Base\Sat, Ship\Base\Sat\Drone, Ship\Base\Sat\WeapPlat\Drone, 
    Ftr\Trp, Ship\Base\Drone, All

Optional Field - 
Vechicle List Type Override:
  If this field is present, it overrides the value in Vehicle Type. 
  The type of vehicle this component can be placed in. This field
  contains a list of comma separated values. 
  Allowable Values in list:
    Ship, Base, Fighter, Satellite, Mine, Troop, Drone, WeapPlatform

Optional Field - 
Vehicle List Type Description:
  If the Vehicle List Type Override field is used, this field should
  be present as well. This field provides the description displayed in 
  the component report.  

Supply Amount Used:
  The amount of supplies this component uses each time it is activated.

Restrictions:
  None, One Per Vehicle, Two Per Vehicle, Three Per Vehicle, Four Per Vehicle
  Five Per Vehicle, Six Per Vehicle, Seven Per Vehicle, Eight Per Vehicle, Nine Per Vehicle
  Ten Per Vehicle

General Group:
  The General Group this component belongs to. This is used in the
  Add Design Window to only show components of a given group.

Family:
  The family grouping of this component. This is used to determine which components
  can be removed when showing only the latest component of type. This can be
  any number as long as all components with the same name and a different
  Roman Numeral have the same family number.

Roman Numeral:
  The number that follows a component and is displayed as a roman numeral. This is
  a regular number of 0 - 20 which is used to describe components that are
  improved version of an earlier model. This number should be the value of the
  Roman Numeral which follows the name of the component. A value of zero means
  that there is no roman numeral for this component.
  Allowable values for Roman Numeral:
    0 - 20.

Custom Group:
  A number which allows the creation of custom groups of components. This number
  is currently only used by the Create Ring World and Create Sphere World
  components to know that the correct components are in the same sector.

Number of Tech Req:
  The number of Tech Requirements that are for this component. The Tech requirement
  determines the technology level an empire must have before this component
  becomes visible to be used in designs.

Tech Area Req X:
  For each of the Tech Requirements, this is the tech area of the requirement.
  The X is the number of the requirement.
  Allowable values for Tech Area Req:
    A name from the TechArea.txt file.

Tech Level Req X:
  For each of the Tech Requirements, this is the tech level in the given area
  that must be reached.
  The X is the number of the requirement.
  Allowable values for Tech Level Req:
    A value from 1 to the Maximum Level for this Tech Area as defined in the
    TechArea.txt file.

Number of Abilities:
  The number of abilities that this component possesses.

Ability X Type, Ability X Descr, Ability X Val 1, Ability X Val 2:
  The details of the ability. See the Abilities.txt file for details.
  The x is the number of the ability.

Weapon Type:
  The weapon type of this component.
  Allowable values for Weapon Type:
    None, Direct Fire, Seeking, Point-Defense, Warhead

[If Weapon Type is not None, then the following fields should be present.]

Weapon Target:
  Ships, Planets, Ships\Planets, Ships\Planets\Ftr\Sat\Drone, Seekers, 
  Ftr\Sat\Seekers\Drone, Ships\Sat, Fighters, Satellites, Drones
  Ships\Planets\Sat, Ships\Planets\Sat\Drone

Optional Field - 
Weapon List Target Override:
  If this field is present, it overrides the value in Weapon Target. 
  The types of vehicle this weapon can fire on. This field
  contains a list of comma separated values. 
  Allowable Values in list:
    Ships, Planets, Seekers, Fighters, Satellites, Drones

Optional Field - 
Weapon List Target Description:
  If the Weapon List Target Override field is used, this field should
  be present as well. This field provides the description displayed in 
  the component report.  

Weapon Damage at Rng:
  The damage this weapon will do at ranges 1 - 20.

Weapon Damage Type:
  The type of damage that is done when the weapon hits.
  Allowable values for Weapon Damage Type:
    Normal, Shields Only, Skips Normal Shields, Only Engines, Only Weapons,
    Plague Level 1, Plague Level 2, Plague Level 3, Plague Level 4, Plague Level 5,
    Only Planet Population, Only Planet Conditions, Only Resupply Depots,
    Only Spaceports, Pushes Target, Pulls Target, Random Target Movement,
    Only Shield Generators, Only Boarding Parties, Only Security Stations,
    Only Planet Destroyers, Skips Armor, Skips Shields And Armor,
    Quad Damage To Shields, Increase Reload Time, Disrupt Reload Time, 
    Crew Conversion, Only Master Computers, Skips All Shields,
    Double Damage To Shields, Half Damage To Shields, Quarter Damage To Shields

Weapon Reload Rate:
  The rate at which the weapon reloads. This is the number of turns before the
  weapon can fire again.

Weapon Display Type:
  Beam, Torp, Seeker

Weapon Display:
  Beam - The index number of the beam picture to display (in Pictures\Combat\Beams.bmp).
  Torp - The index number of the torp picture to display (in Pictures\Combat\Torps.bmp).
  Seeker - The index of the seeker picture to display (in the main bitmap for each race).

Weapon Speed:
  For Seeking weapons, the number of squares per turn the weapon moves.

Weapon Modifier:
  Any special bonus this weapon receives.

Weapon Sound:
  The name of the WAV file that is played when this weapon fires.

=======================================================================================
*BEGIN*
=======================================================================================

Name                  := Bridge
Description           := The main control center of a starship.
Pic Num               := 389
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 12000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 24000
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Imperial Ship Construction
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Provides 2 Trooper sections for defensive combat.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bridge
Description           := The main control center of a starship.
Pic Num               := 390
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 12000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 24000
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Rebel Ship Construction
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Provides 2 Trooper sections for defensive combat.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bridge
Description           := The main control center of a starship.
Pic Num               := 428
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 12000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 24000
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Jabba's Ship Construction
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a ship bridge.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Provides 2 Trooper sections for defensive combat.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Drone Computer Core
Description           := The main computer core which controls a drone.
Pic Num               := 3
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 4000
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Drones
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a drone computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Life Support
Description           := Mechanical means to generate a livable atmosphere on a starship.
Pic Num               := 5
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 18500
Cost Organics         := 3700
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 24001
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 0
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Crew Quarters
Description           := Area on a starship where the crew spends its off-hours.
Pic Num               := 7
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 24000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 24002
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 0
Number of Abilities   := 2
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Contains Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Provides 2 Trooper sections for defensive combat.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Emperor Palpatine I
Description           := Emperor Palpatine (Sith Master)(Hero:use only one)
Pic Num               := 362
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27100
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 6
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives the Emperor an 100% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives the Emperor an 100% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := The Force gives the Emperor an bonus in ships speed of 3 (only 1 component per ship effective).
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Ability 4 Type        := Long Range Scanner
Ability 4 Descr       := The force gives the Emperor the ability to mentaly scan an ship, 9 sector away (only 1 component per ship effective).
Ability 4 Val 1       := 9
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := The Force gives the Emperor an bonus in Intelligence of 2000 points (only 1 component per ship effective).
Ability 5 Val 1       := 2000
Ability 5 Val 2       := 0
Ability 6 Type        := Boarding Defense
Ability 6 Descr       := Emperor Palpatine has an 10 boarding defensive bonus.
Ability 6 Val 1       := 10
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Emperor Palpatine II
Description           := Emperor Palpatine (Sith Master)(Hero:use only one)
Pic Num               := 362
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27100
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Sith Training
Tech Level Req 3      := 4
Tech Area Req 4       := The FORCE
Tech Level Req 4      := 2
Number of Abilities   := 6
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives the Emperor an 120% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 120
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives the Emperor an 120% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 120
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := The Force gives the Emperor an bonus in ships speed of 3 (only 1 component per ship effective).
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Ability 4 Type        := Long Range Scanner
Ability 4 Descr       := The force gives the Emperor the ability to mentaly scan an ship, 9 sector away (only 1 component per ship effective).
Ability 4 Val 1       := 9
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := The Force gives the Emperor an bonus in Intelligence of 3000 points (only 1 component per ship effective).
Ability 5 Val 1       := 3000
Ability 5 Val 2       := 0
Ability 6 Type        := Boarding Defense
Ability 6 Descr       := Emperor Palpatine has an 12 boarding defensive bonus.
Ability 6 Val 1       := 12
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Emperor Palpatine I
Description           := Emperor Palpatine (Sith Master)(Hero:use only one)
Pic Num               := 362
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27101
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives the Emperor an 100% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives the Emperor an 100% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Ability 3 Type        := Long Range Scanner
Ability 3 Descr       := The force gives the Emperor the ability to mentaly scan an ship, 9 sector away (only 1 component per ship effective).
Ability 3 Val 1       := 9
Ability 3 Val 2       := 0
Ability 4 Type        := Generate Points Intelligence
Ability 4 Descr       := The Force gives the Emperor an bonus in Intelligence of 2000 points (only 1 component per ship effective).
Ability 4 Val 1       := 2000
Ability 4 Val 2       := 0
Ability 5 Type        := Boarding Defense
Ability 5 Descr       := Emperor Palpatine has an 10 boarding defensive bonus.
Ability 5 Val 1       := 10
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Emperor Palpatine II
Description           := Emperor Palpatine (Sith Master)(Hero:use only one)
Pic Num               := 362
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27101
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Sith Training
Tech Level Req 3      := 4
Tech Area Req 4       := The FORCE
Tech Level Req 4      := 2
Number of Abilities   := 5
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives the Emperor an 120% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 120
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives the Emperor an 120% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 120
Ability 2 Val 2       := 0
Ability 3 Type        := Long Range Scanner
Ability 3 Descr       := The force gives the Emperor the ability to mentaly scan an ship, 9 sector away (only 1 component per ship effective).
Ability 3 Val 1       := 9
Ability 3 Val 2       := 0
Ability 4 Type        := Generate Points Intelligence
Ability 4 Descr       := The Force gives the Emperor an bonus in Intelligence of 3000 points (only 1 component per ship effective).
Ability 4 Val 1       := 3000
Ability 4 Val 2       := 0
Ability 5 Type        := Boarding Defense
Ability 5 Descr       := Emperor Palpatine has an 12 boarding defensive bonus.
Ability 5 Val 1       := 12
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Imperial Guard Squad I
Description           := Imperial Guards are choosen from the elite of the stormtroopers. Their only task is to protect the Emperor.
Pic Num               := 370
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 200
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 27108
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Hero's
Tech Level Req 2      := 1
Tech Area Req 3       := Imperial Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 5 Imp. Guard sections for defensive combat.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 6kT worth of cargo space.
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Imperial Guard Squad II
Description           := Imperial Guards are choosen from the elite of the stormtroopers. Their only task is to protect the Emperor.
Pic Num               := 370
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 200
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 27108
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 2
Tech Area Req 2       := Imperial Hero's
Tech Level Req 2      := 1
Tech Area Req 3       := Imperial Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 8 Imp. Guard sections for defensive combat.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 12kT worth of cargo space.
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Imperial Guard Squad III
Description           := Imperial Guards are choosen from the elite of the stormtroopers. Their only task is to protect the Emperor.
Pic Num               := 370
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 200
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 27108
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 3
Tech Area Req 2       := Imperial Hero's
Tech Level Req 2      := 1
Tech Area Req 3       := Imperial Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 11 Imp. Guard sections for defensive combat.
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 18kT worth of cargo space.
Ability 2 Val 1       := 18
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Imperial Guard Squad IV
Description           := Imperial Guards are choosen from the elite of the stormtroopers. Their only task is to protect the Emperor.
Pic Num               := 370
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 200
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 27108
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 4
Tech Area Req 2       := Imperial Hero's
Tech Level Req 2      := 1
Tech Area Req 3       := Imperial Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 14 Imp. Guard sections for defensive combat.
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 24kT worth of cargo space.
Ability 2 Val 1       := 24
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Imperial Guard Squad V
Description           := Imperial Guards are choosen from the elite of the stormtroopers. Their only task is to protect the Emperor.
Pic Num               := 370
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 200
Cost Radioactives     := 100
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 27108
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 5
Tech Area Req 2       := Imperial Hero's
Tech Level Req 2      := 1
Tech Area Req 3       := Imperial Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 17 Imp. Guard sections for defensive combat.
Ability 1 Val 1       := 17
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 30kT worth of cargo space.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Darth Vader I
Description           := Darth Vader (Sith Master)(Hero:use only one)
Pic Num               := 363
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27102
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 6
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Darth Vader an 60% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Darth Vader an 60% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 60
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := The Force gives Darth Vader an bonus in ships speed of 1 (only 1 component per ship effective).
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Ability 4 Type        := Long Range Scanner
Ability 4 Descr       := The force gives Darth Vader the ability to mentaly scan an ship, 5 sector away (only 1 component per ship effective).
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := The Force gives Darth Vader an bonus in Intelligence of 1000 points (only 1 component per ship effective).
Ability 5 Val 1       := 1000
Ability 5 Val 2       := 0
Ability 6 Type        := Boarding Defense
Ability 6 Descr       := Darth Vader has an 5 boarding defensive bonus.
Ability 6 Val 1       := 5
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Darth Vader II
Description           := Darth Vader (Sith Master)(Hero:use only one)
Pic Num               := 363
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Sith Training
Tech Level Req 3      := 1
Number of Abilities   := 6
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Darth Vader an 70% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 70
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Darth Vader an 70% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 70
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := The Force gives Darth Vader an bonus in ships speed of 1 (only 1 component per ship effective).
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Ability 4 Type        := Long Range Scanner
Ability 4 Descr       := The force gives Darth Vader the ability to mentaly scan an ship, 6 sector away (only 1 component per ship effective).
Ability 4 Val 1       := 6
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := The Force gives Darth Vader an bonus in Intelligence of 1250 points (only 1 component per ship effective).
Ability 5 Val 1       := 1250
Ability 5 Val 2       := 0
Ability 6 Type        := Boarding Defense
Ability 6 Descr       := Darth Vader has an 6 boarding defensive bonus.
Ability 6 Val 1       := 6
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Darth Vader III
Description           := Darth Vader (Sith Master)(Hero:use only one)
Pic Num               := 363
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Sith Training
Tech Level Req 3      := 2
Tech Area Req 4       := The FORCE
Tech Level Req 4      := 2
Number of Abilities   := 6
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Darth Vader an 80% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 80
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Darth Vader an 80% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 80
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := The Force gives Darth Vader an bonus in ships speed of 2 (only 1 component per ship effective).
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Ability 4 Type        := Long Range Scanner
Ability 4 Descr       := The force gives Darth Vader the ability to mentaly scan an ship, 7 sector away (only 1 component per ship effective).
Ability 4 Val 1       := 7
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := The Force gives Darth Vader an bonus in Intelligence of 1500 points (only 1 component per ship effective).
Ability 5 Val 1       := 1500
Ability 5 Val 2       := 0
Ability 6 Type        := Boarding Defense
Ability 6 Descr       := Darth Vader has an 7 boarding defensive bonus.
Ability 6 Val 1       := 7
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Darth Vader I
Description           := Darth Vader (Sith Master)(Hero:use only one)
Pic Num               := 363
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27103
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Darth Vader an 60% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Darth Vader an 60% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 60
Ability 2 Val 2       := 0
Ability 3 Type        := Long Range Scanner
Ability 3 Descr       := The force gives Darth Vader the ability to mentaly scan an ship, 5 sector away (only 1 component per ship effective).
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Ability 4 Type        := Generate Points Intelligence
Ability 4 Descr       := The Force gives Darth Vader an bonus in Intelligence of 1000 points (only 1 component per ship effective).
Ability 4 Val 1       := 1000
Ability 4 Val 2       := 0
Ability 5 Type        := Boarding Defense
Ability 5 Descr       := Darth Vader has an 5 boarding defensive bonus.
Ability 5 Val 1       := 5
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Darth Vader II
Description           := Darth Vader (Sith Master)(Hero:use only one)
Pic Num               := 363
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27102
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Sith Training
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Darth Vader an 70% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 70
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Darth Vader an 70% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 70
Ability 2 Val 2       := 0
Ability 3 Type        := Long Range Scanner
Ability 3 Descr       := The force gives Darth Vader the ability to mentaly scan an ship, 6 sector away (only 1 component per ship effective).
Ability 3 Val 1       := 6
Ability 3 Val 2       := 0
Ability 4 Type        := Generate Points Intelligence
Ability 4 Descr       := The Force gives Darth Vader an bonus in Intelligence of 1250 points (only 1 component per ship effective).
Ability 4 Val 1       := 1250
Ability 4 Val 2       := 0
Ability 5 Type        := Boarding Defense
Ability 5 Descr       := Darth Vader has an 6 boarding defensive bonus.
Ability 5 Val 1       := 6
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Darth Vader III
Description           := Darth Vader (Sith Master)(Hero:use only one)
Pic Num               := 363
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27102
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Sith Training
Tech Level Req 3      := 2
Tech Area Req 4       := The FORCE
Tech Level Req 4      := 2
Number of Abilities   := 5
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Darth Vader an 80% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 80
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Darth Vader an 80% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 80
Ability 2 Val 2       := 0
Ability 3 Type        := Long Range Scanner
Ability 3 Descr       := The force gives Darth Vader the ability to mentaly scan an ship, 7 sector away (only 1 component per ship effective).
Ability 3 Val 1       := 7
Ability 3 Val 2       := 0
Ability 4 Type        := Generate Points Intelligence
Ability 4 Descr       := The Force gives Darth Vader an bonus in Intelligence of 1500 points (only 1 component per ship effective).
Ability 4 Val 1       := 1500
Ability 4 Val 2       := 0
Ability 5 Type        := Boarding Defense
Ability 5 Descr       := Darth Vader has an 7 boarding defensive bonus.
Ability 5 Val 1       := 7
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Darth Vader I
Description           := Darth Vader (Sith Master)(Hero:use only one)
Pic Num               := 363
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27104
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Darth Vader an 60% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Darth Vader an 20% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := The Force gives Darth Vader an bonus in ships speed of 1 (only 1 component per ship effective).
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Ability 4 Type        := Long Range Scanner
Ability 4 Descr       := The force gives Darth Vader the ability to mentaly scan an ship, 5 sector away (only 1 component per ship effective).
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := The Force gives Darth Vader an bonus in Intelligence of 1000 points (only 1 component per ship effective).
Ability 5 Val 1       := 1000
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Darth Vader II
Description           := Darth Vader (Sith Master)(Hero:use only one)
Pic Num               := 363
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27104
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Sith Training
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Darth Vader an 70% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 70
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Darth Vader an 25% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := The Force gives Darth Vader an bonus in ships speed of 1 (only 1 component per ship effective).
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Ability 4 Type        := Long Range Scanner
Ability 4 Descr       := The force gives Darth Vader the ability to mentaly scan an ship, 6 sector away (only 1 component per ship effective).
Ability 4 Val 1       := 6
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := The Force gives Darth Vader an bonus in Intelligence of 1250 points (only 1 component per ship effective).
Ability 5 Val 1       := 1250
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Darth Vader III
Description           := Darth Vader (Sith Master)(Hero:use only one)
Pic Num               := 363
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27104
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Sith Training
Tech Level Req 3      := 2
Tech Area Req 4       := The FORCE
Tech Level Req 4      := 2
Number of Abilities   := 5
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Darth Vader an 80% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 80
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Darth Vader an 30% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := The Force gives Darth Vader an bonus in ships speed of 2 (only 1 component per ship effective).
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Ability 4 Type        := Long Range Scanner
Ability 4 Descr       := The force gives Darth Vader the ability to mentaly scan an ship, 7 sector away (only 1 component per ship effective).
Ability 4 Val 1       := 7
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := The Force gives Darth Vader an bonus in Intelligence of 1500 points (only 1 component per ship effective).
Ability 5 Val 1       := 1500
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Joruus C'Baoth I
Description           := Joruus C'Baoth (Sith Master)(Hero:use only one)
Pic Num               := 460
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27143
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Wayland's Treasure chamber
Tech Level Req 3      := 1
Number of Abilities   := 6
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Joruus C'Baoth an 40% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Joruus C'Baoth an 40% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := The Force gives Joruus C'Baoth an bonus in ships speed of 1 (only 1 component per ship effective).
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Ability 4 Type        := Long Range Scanner
Ability 4 Descr       := The force gives Joruus C'Baoth the ability to mentaly scan an ship, 3 sector away (only 1 component per ship effective).
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := The Force gives Joruus C'Baoth an bonus in Intelligence of 1000 points (only 1 component per ship effective).
Ability 5 Val 1       := 1000
Ability 5 Val 2       := 0
Ability 6 Type        := Boarding Defense
Ability 6 Descr       := Joruus C'Baoth has an 4 boarding defensive bonus.
Ability 6 Val 1       := 4
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Joruus C'Baoth II
Description           := Joruus C'Baoth (Sith Master)(Hero:use only one)
Pic Num               := 460
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27143
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Wayland's Treasure chamber
Tech Level Req 3      := 1
Tech Area Req 4       := Sith Training
Tech Level Req 4      := 2
Number of Abilities   := 6
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Joruus C'Baoth an 50% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Joruus C'Baoth an 50% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := The Force gives Joruus C'Baoth an bonus in ships speed of 1 (only 1 component per ship effective).
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Ability 4 Type        := Long Range Scanner
Ability 4 Descr       := The force gives Joruus C'Baoth the ability to mentaly scan an ship, 4 sector away (only 1 component per ship effective).
Ability 4 Val 1       := 4
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := The Force gives Joruus C'Baoth an bonus in Intelligence of 1250 points (only 1 component per ship effective).
Ability 5 Val 1       := 1250
Ability 5 Val 2       := 0
Ability 6 Type        := Boarding Defense
Ability 6 Descr       := Joruus C'Baoth has an 5 boarding defensive bonus.
Ability 6 Val 1       := 5
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Joruus C'Baoth III
Description           := Joruus C'Baoth (Sith Master)(Hero:use only one)
Pic Num               := 460
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27143
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 5
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Wayland's Treasure chamber
Tech Level Req 3      := 1
Tech Area Req 4       := Sith Training
Tech Level Req 4      := 3
Tech Area Req 5       := The FORCE
Tech Level Req 5      := 2
Number of Abilities   := 6
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Joruus C'Baoth an 60% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Joruus C'Baoth an 60% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 60
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := The Force gives Joruus C'Baoth an bonus in ships speed of 1 (only 1 component per ship effective).
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Ability 4 Type        := Long Range Scanner
Ability 4 Descr       := The force gives Joruus C'Baoth the ability to mentaly scan an ship, 5 sector away (only 1 component per ship effective).
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := The Force gives Joruus C'Baoth an bonus in Intelligence of 1500 points (only 1 component per ship effective).
Ability 5 Val 1       := 1500
Ability 5 Val 2       := 0
Ability 6 Type        := Boarding Defense
Ability 6 Descr       := Joruus C'Baoth has an 6 boarding defensive bonus.
Ability 6 Val 1       := 6
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Joruus C'Baoth I
Description           := Joruus C'Baoth (Sith Master)(Hero:use only one)
Pic Num               := 460
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27143
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Wayland's Treasure chamber
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Joruus C'Baoth an 40% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Joruus C'Baoth an 40% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Ability 3 Type        := Long Range Scanner
Ability 3 Descr       := The force gives Joruus C'Baoth the ability to mentaly scan an ship, 3 sector away (only 1 component per ship effective).
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Ability 4 Type        := Generate Points Intelligence
Ability 4 Descr       := The Force gives Joruus C'Baoth an bonus in Intelligence of 1000 points (only 1 component per ship effective).
Ability 4 Val 1       := 1000
Ability 4 Val 2       := 0
Ability 5 Type        := Boarding Defense
Ability 5 Descr       := Joruus C'Baoth has an 4 boarding defensive bonus.
Ability 5 Val 1       := 4
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Joruus C'Baoth II
Description           := Joruus C'Baoth (Sith Master)(Hero:use only one)
Pic Num               := 460
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27143
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Wayland's Treasure chamber
Tech Level Req 3      := 1
Tech Area Req 4       := Sith Training
Tech Level Req 4      := 2
Number of Abilities   := 5
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Joruus C'Baoth an 50% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Joruus C'Baoth an 50% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Ability 3 Type        := Long Range Scanner
Ability 3 Descr       := The force gives Joruus C'Baoth the ability to mentaly scan an ship, 4 sector away (only 1 component per ship effective).
Ability 3 Val 1       := 4
Ability 3 Val 2       := 0
Ability 4 Type        := Generate Points Intelligence
Ability 4 Descr       := The Force gives Joruus C'Baoth an bonus in Intelligence of 1250 points (only 1 component per ship effective).
Ability 4 Val 1       := 1250
Ability 4 Val 2       := 0
Ability 5 Type        := Boarding Defense
Ability 5 Descr       := Joruus C'Baoth has an 5 boarding defensive bonus.
Ability 5 Val 1       := 5
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Joruus C'Baoth III
Description           := Joruus C'Baoth (Sith Master)(Hero:use only one)
Pic Num               := 460
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27143
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 5
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Wayland's Treasure chamber
Tech Level Req 3      := 1
Tech Area Req 4       := Sith Training
Tech Level Req 4      := 3
Tech Area Req 5       := The FORCE
Tech Level Req 5      := 2
Number of Abilities   := 5
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Joruus C'Baoth an 60% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Joruus C'Baoth an 60% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 60
Ability 2 Val 2       := 0
Ability 3 Type        := Long Range Scanner
Ability 3 Descr       := The force gives Joruus C'Baoth the ability to mentaly scan an ship, 5 sector away (only 1 component per ship effective).
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Ability 4 Type        := Generate Points Intelligence
Ability 4 Descr       := The Force gives Joruus C'Baoth an bonus in Intelligence of 1500 points (only 1 component per ship effective).
Ability 4 Val 1       := 1500
Ability 4 Val 2       := 0
Ability 5 Type        := Boarding Defense
Ability 5 Descr       := Joruus C'Baoth has an 6 boarding defensive bonus.
Ability 5 Val 1       := 6
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Grand Moff Tarkin
Description           := Grand Moff Tarkin (Hero:use only one)
Pic Num               := 364
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27114
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Experienced Leader with an 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Experienced Leader with an 20% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Generate Points Intelligence
Ability 3 Descr       := Grand Moff Tarkin is Ruthless and political experienced, that gives him an bonus in Intelligence of 500 points (only 1 component per ship effective).
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Admiral Daala
Description           := Admiral Daala (Hero:use only one)
Pic Num               := 458
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27141
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Tarkin's gifted personnel search
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Experienced Leader with an 18% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 18
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Experienced Leader with an 18% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 18
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tol Sivron 
Description           := Tol Sivron (Twi'lek)(Hero:use only one)
Pic Num               := 464
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27144
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Tarkin's gifted personnel search
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Highly skilled manager,his expertice lies in research and intelligence projects, which adds an research bonus of 1000 (only 1 component per ship effective).
Ability 1 Val 1       := 1000
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Intelligence
Ability 2 Descr       := Highly skilled manager,his expertice lies in research and intelligence projects, which adds an research bonus of 1000 (only 1 component per ship effective).
Ability 2 Val 1       := 1000
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Dr. Qwi Xux 
Description           := Dr. Qwi Xux (Hero:use only one)
Pic Num               := 459
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27142
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Tarkin's gifted personnel search
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Generate Points Research
Ability 1 Descr       := Highly intelligent researcher, which adds an research bonus of 5000 (only 1 component per ship effective).
Ability 1 Val 1       := 5000
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Grand Admiral Thrawn
Description           := Grand Admiral Thrawn (Hero:use only one)
Pic Num               := 455
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27140
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 3
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Highly Experienced Leader with an 25% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Highly Experienced Leader with an 25% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Ability 3 Type        := Generate Points Intelligence
Ability 3 Descr       := Grand Admiral Thrawn knowledge of alien arts gives him insight in the species intelligence, adding a bonus in Intelligence of 500 points (only 1 component per ship effective).
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Admiral Motti
Description           := Admiral Motti (Hero:use only one)
Pic Num               := 382
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27113
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Experienced Leader with an 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Experienced Leader with an 15% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Admiral Ozzel
Description           := Admiral Ozzel (Hero:use only one)
Pic Num               := 372
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27112
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Experienced Leader with an 10% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Experienced Leader with an 10% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Admiral Piett
Description           := Admiral Piett (Hero:use only one)
Pic Num               := 365
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27107
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 2
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Experienced Leader with an 13% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 13
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Experienced Leader with an 13% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 13
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := General Tagge
Description           := General Tagge (Hero:use only one)
Pic Num               := 379
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27110
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Experienced Leader with an 10% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Experienced Leader with an 10% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := General Tagge
Description           := General Tagge (Hero:use only one)
Pic Num               := 379
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27111
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Experienced Leader with an 10% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Experienced Leader with an 10% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := General Veers
Description           := General Veers (Hero:use only one)
Pic Num               := 366
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27105
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 2
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Experienced Leader with an 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Experienced Leader with an 15% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := General Veers
Description           := General Veers (Hero:use only one)
Pic Num               := 366
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27106
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 2
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Experienced Leader with an 18% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 18
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Experienced Leader with an 18% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 18
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Imperial Pilot I
Description           := Imperial Pilot (personnel:use as many as needed)
Pic Num               := 371
Tonnage Space Taken   := 0
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27109
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An trained pilot gives an fighter an 2% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An trained pilot gives an fighter an 2% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Imperial Pilot II
Description           := Imperial Pilot (personnel:use as many as needed)
Pic Num               := 371
Tonnage Space Taken   := 0
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27109
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Advanced Military Science
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An trained pilot gives an fighter an 5% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An trained pilot gives an fighter an 5% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Imperial Pilot III
Description           := Imperial Pilot (personnel:use as many as needed)
Pic Num               := 371
Tonnage Space Taken   := 0
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27109
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Advanced Military Science
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An trained pilot gives an fighter an 8% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An trained pilot gives an fighter an 8% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Elite Imperial Pilot I
Description           := Elite Imperial Pilot, trained on Carida. (personnel:use as many as needed)(Roleplay tip : Build only in the Caridan system.)
Pic Num               := 437
Tonnage Space Taken   := 0
Tonnage Structure     := 4
Cost Minerals         := 0
Cost Organics         := 30
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27130
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Military Academy
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An trained pilot gives an fighter an 4% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An trained pilot gives an fighter an 4% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Elite Imperial Pilot II
Description           := Elite Imperial Pilot, trained on Carida. (personnel:use as many as needed)(Roleplay tip : Build only in the Caridan system.)
Pic Num               := 437
Tonnage Space Taken   := 0
Tonnage Structure     := 4
Cost Minerals         := 0
Cost Organics         := 30
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27130
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Military Academy
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An trained pilot gives an fighter an 7% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An trained pilot gives an fighter an 7% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Elite Imperial Pilot III
Description           := Elite Imperial Pilot, trained on Carida. (personnel:use as many as needed)(Roleplay tip : Build only in the Caridan system.)
Pic Num               := 437
Tonnage Space Taken   := 0
Tonnage Structure     := 4
Cost Minerals         := 0
Cost Organics         := 30
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27130
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Military Academy
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An trained pilot gives an fighter an 10% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An trained pilot gives an fighter an 10% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Imperial Captain I
Description           := Imperial Captain (personnel:use as many as needed)
Pic Num               := 384
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27114
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An captain gives an ship or base an 2% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An captain gives an ship or base an 2% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Imperial Captain II
Description           := Imperial Captain (personnel:use as many as needed)
Pic Num               := 384
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27114
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Advanced Military Science
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An captain gives an ship or base an 5% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An captain gives an ship or base an 5% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Imperial Captain III
Description           := Imperial Captain (personnel:use as many as needed)
Pic Num               := 384
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27114
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Advanced Military Science
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An captain gives an ship or base an 8% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An captain gives an ship or base an 8% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Elite Imperial Captain I
Description           := Elite Imperial Captain (personnel:use as many as needed)(Roleplay tip : build only in Caridan system.)
Pic Num               := 438
Tonnage Space Taken   := 0
Tonnage Structure     := 2
Cost Minerals         := 0
Cost Organics         := 35
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27131
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Military Academy
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An captain gives an ship or base an 4% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An captain gives an ship or base an 4% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Elite Imperial Captain II
Description           := Elite Imperial Captain (personnel:use as many as needed)(Roleplay tip : build only in Caridan system.)
Pic Num               := 438
Tonnage Space Taken   := 0
Tonnage Structure     := 2
Cost Minerals         := 0
Cost Organics         := 35
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27131
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Military Academy
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An captain gives an ship or base an 7% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An captain gives an ship or base an 7% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Elite Imperial Captain III
Description           := Elite Imperial Captain (personnel:use as many as needed)(Roleplay tip : build only in Caridan system.)
Pic Num               := 438
Tonnage Space Taken   := 0
Tonnage Structure     := 2
Cost Minerals         := 0
Cost Organics         := 35
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27131
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Military Academy
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An captain gives an ship or base an 10% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An captain gives an ship or base an 10% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mon Mothma
Description           := Mon Mothma (Hero:use only one)
Pic Num               := 277
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27006
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Rebel Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := Diplomatic experience gives Mon Mothma an bonus in Intelligence of 500 points (only 1 component per ship effective).
Ability 1 Val 1       := 500
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Mon Mothma's presence on a ship gives that ships crew an 10% morale Bonus (defense bonus in combat) (only 1 component per ship effective).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Mon Mothma's presence on a ship gives that ships crew an 10% morale Bonus (attack bonus in combat) (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := General Dodonna
Description           := General Dodonna (Hero:use only one)
Pic Num               := 278
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27007
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Rebel Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Experienced Leader with an 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Experienced Leader with an 15% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Generate Points Intelligence
Ability 3 Descr       := Experience about Imperial ships gives Gen. Dodonna an bonus in Intelligence of 250 points (He commanded an Star Destroyer before he joined the Alliance) (only 1 component per ship effective).
Ability 3 Val 1       := 250
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := General Dodonna
Description           := General Dodonna (Hero:use only one)
Pic Num               := 278
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Rebel Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Experienced Leader with an 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Experienced Leader with an 20% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Generate Points Intelligence
Ability 3 Descr       := Experience about Imperial ships gives Gen. Dodonna an bonus in Intelligence of 250 points (He commanded an Star Destroyer before he joined the Alliance) (only 1 component per ship effective).
Ability 3 Val 1       := 250
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := General Madine
Description           := General Madine (Hero:use only one)
Pic Num               := 282
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27012
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Rebel Hero's
Tech Level Req 1      := 2
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Experienced Leader with an 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Experienced Leader with an 20% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Generate Points Intelligence
Ability 3 Descr       := Experience about Imperial ships gives Gen. Madine an bonus in Intelligence of 250 points (only 1 component per ship effective).
Ability 3 Val 1       := 250
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := General Madine
Description           := General Madine (Hero:use only one)
Pic Num               := 282
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27013
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Rebel Hero's
Tech Level Req 1      := 2
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Experienced Leader with an 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Experienced Leader with an 20% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Generate Points Intelligence
Ability 3 Descr       := Experience about Imperial ships gives Gen. Madine an bonus in Intelligence of 250 points (He commanded an Star Destroyer before he joined the Alliance) gives Gen. Dodonna an bonus in Intelligence (only 1 component per ship effective).
Ability 3 Val 1       := 250
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := General Rieekan
Description           := General Rieekan (Hero:use only one)
Pic Num               := 283
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27014
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Rebel Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Experienced Leader with an 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Experienced Leader with an 20% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Generate Points Intelligence
Ability 3 Descr       := Experience about Imperial ships gives Gen. Rieekan an bonus in Intelligence of 250 points (He commanded an Star Destroyer before he joined the Alliance) gives Gen. Dodonna an bonus in Intelligence (only 1 component per ship effective).
Ability 3 Val 1       := 250
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := General Rieekan
Description           := General Rieekan (Hero:use only one)
Pic Num               := 283
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27015
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Rebel Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Experienced Leader with an 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Experienced Leader with an 20% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Generate Points Intelligence
Ability 3 Descr       := Experience about Imperial ships gives Gen. Rieekan an bonus in Intelligence of 250 points (only 1 component per ship effective).
Ability 3 Val 1       := 250
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Admiral Ackbar
Description           := Admiral Ackbar (Mon Calamari)(Hero:use only one)
Pic Num               := 281
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27010
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Mon Calamari Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Rebel, Mon Calamari add
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Experienced Leader with an 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Experienced Leader with an 20% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Yoda I
Description           := Yoda (Jedi)(Hero:use only one)
Pic Num               := 457
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27021
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Obi Wan's mission to Dagobah
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 6
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Yoda an 80% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 80
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Yoda an 60% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 60
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := The Force gives Yoda an bonus in ships speed (only 1 component per ship effective).
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Ability 4 Type        := Long Range Scanner
Ability 4 Descr       := The force gives Yoda the ability to mentaly scan an ship, 7 sectors away (only 1 component per ship effective).
Ability 4 Val 1       := 7
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := The Force gives Yoda an bonus in Intelligence of 1000 points (only 1 component per ship effective).
Ability 5 Val 1       := 1000
Ability 5 Val 2       := 0
Ability 6 Type        := Boarding Defense
Ability 6 Descr       := Yoda has an 12 boarding defensive bonus.
Ability 6 Val 1       := 12
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Yoda II
Description           := Yoda (Jedi)(Hero:use only one)
Pic Num               := 457
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27021
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Obi Wan's mission to Dagobah
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Jedi Training
Tech Level Req 3      := 4
Tech Area Req 4       := The FORCE
Tech Level Req 4      := 2
Number of Abilities   := 6
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Yoda an 100% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Yoda an 80% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 80
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := The Force gives Yoda an bonus in ships speed (only 1 component per ship effective).
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Ability 4 Type        := Long Range Scanner
Ability 4 Descr       := The force gives Yoda the ability to mentaly scan an ship, 8 sectors away (only 1 component per ship effective).
Ability 4 Val 1       := 8
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := The Force gives Yoda an bonus in Intelligence of 1500 points (only 1 component per ship effective).
Ability 5 Val 1       := 1500
Ability 5 Val 2       := 0
Ability 6 Type        := Boarding Defense
Ability 6 Descr       := Yoda has an 14 boarding defensive bonus.
Ability 6 Val 1       := 14
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Yoda I
Description           := Yoda (Jedi)(Hero:use only one)
Pic Num               := 457
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27021
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Obi Wan's mission to Dagobah
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Yoda an 80% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 80
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Yoda an 60% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 60
Ability 2 Val 2       := 0
Ability 3 Type        := Long Range Scanner
Ability 3 Descr       := The force gives Yoda the ability to mentaly scan an ship, 7 sectors away (only 1 component per ship effective).
Ability 3 Val 1       := 7
Ability 3 Val 2       := 0
Ability 4 Type        := Generate Points Intelligence
Ability 4 Descr       := The Force gives Yoda an bonus in Intelligence of 1000 points (only 1 component per ship effective).
Ability 4 Val 1       := 1000
Ability 4 Val 2       := 0
Ability 5 Type        := Boarding Defense
Ability 5 Descr       := Yoda has an 12 boarding defensive bonus.
Ability 5 Val 1       := 12
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Yoda II
Description           := Yoda (Jedi)(Hero:use only one)
Pic Num               := 457
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27021
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Obi Wan's mission to Dagobah
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Jedi Training
Tech Level Req 3      := 4
Tech Area Req 4       := The FORCE
Tech Level Req 4      := 2
Number of Abilities   := 5
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Yoda an 100% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Yoda an 80% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 80
Ability 2 Val 2       := 0
Ability 3 Type        := Long Range Scanner
Ability 3 Descr       := The force gives Yoda the ability to mentaly scan an ship, 8 sectors away (only 1 component per ship effective).
Ability 3 Val 1       := 8
Ability 3 Val 2       := 0
Ability 4 Type        := Generate Points Intelligence
Ability 4 Descr       := The Force gives Yoda an bonus in Intelligence of 1500 points (only 1 component per ship effective).
Ability 4 Val 1       := 1500
Ability 4 Val 2       := 0
Ability 5 Type        := Boarding Defense
Ability 5 Descr       := Yoda has an 14 boarding defensive bonus.
Ability 5 Val 1       := 14
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Obi Wan Kenobi I
Description           := Obi Wan Kenobi (Jedi)(Hero:use only one)
Pic Num               := 456
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27020
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Leia Organa's mission to Tatooine
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 6
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Obi Wan Kenobi an 40% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Obi Wan Kenobi an 40% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := The Force gives Obi Wan Kenobi an bonus in ships speed (only 1 component per ship effective).
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Ability 4 Type        := Long Range Scanner
Ability 4 Descr       := The force gives Obi Wan Kenobi the ability to mentaly scan an ship, 5 sectors away (only 1 component per ship effective).
Ability 4 Val 1       := 5
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := The Force gives Obi Wan Kenobi an bonus in Intelligence of 500 points (only 1 component per ship effective).
Ability 5 Val 1       := 500
Ability 5 Val 2       := 0
Ability 6 Type        := Boarding Defense
Ability 6 Descr       := Obi Wan Kenobi has an 8 boarding defensive bonus.
Ability 6 Val 1       := 8
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Obi Wan Kenobi II
Description           := Obi Wan Kenobi (Jedi)(Hero:use only one)
Pic Num               := 456
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27020
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Leia Organa's mission to Tatooine
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Jedi Training
Tech Level Req 3      := 3
Tech Area Req 4       := The FORCE
Tech Level Req 4      := 2
Number of Abilities   := 6
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Obi Wan Kenobi an 50% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Obi Wan Kenobi an 50% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := The Force gives Obi Wan Kenobi an bonus in ships speed (only 1 component per ship effective).
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Ability 4 Type        := Long Range Scanner
Ability 4 Descr       := The force gives Obi Wan Kenobi the ability to mentaly scan an ship, 6 sectors away (only 1 component per ship effective).
Ability 4 Val 1       := 6
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := The Force gives Obi Wan Kenobi an bonus in Intelligence of 750 points (only 1 component per ship effective).
Ability 5 Val 1       := 750
Ability 5 Val 2       := 0
Ability 6 Type        := Boarding Defense
Ability 6 Descr       := Obi Wan Kenobi has an 9 boarding defensive bonus.
Ability 6 Val 1       := 9
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Obi Wan Kenobi I
Description           := Obi Wan Kenobi (Jedi)(Hero:use only one)
Pic Num               := 456
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27020
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Leia Organa's mission to Tatooine
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Obi Wan Kenobi an 40% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Obi Wan Kenobi an 40% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Ability 3 Type        := Long Range Scanner
Ability 3 Descr       := The force gives Obi Wan Kenobi the ability to mentaly scan an ship, 5 sectors away (only 1 component per ship effective).
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Ability 4 Type        := Generate Points Intelligence
Ability 4 Descr       := The Force gives Obi Wan Kenobi an bonus in Intelligence of 500 points (only 1 component per ship effective).
Ability 4 Val 1       := 500
Ability 4 Val 2       := 0
Ability 5 Type        := Boarding Defense
Ability 5 Descr       := Obi Wan Kenobi has an 8 boarding defensive bonus.
Ability 5 Val 1       := 8
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Obi Wan Kenobi II
Description           := Obi Wan Kenobi (Jedi)(Hero:use only one)
Pic Num               := 456
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27020
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Leia Organa's mission to Tatooine
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Jedi Training
Tech Level Req 3      := 3
Tech Area Req 4       := The FORCE
Tech Level Req 4      := 2
Number of Abilities   := 5
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Obi Wan Kenobi an 50% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Obi Wan Kenobi an 50% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Ability 3 Type        := Long Range Scanner
Ability 3 Descr       := The force gives Obi Wan Kenobi the ability to mentaly scan an ship, 6 sectors away (only 1 component per ship effective).
Ability 3 Val 1       := 6
Ability 3 Val 2       := 0
Ability 4 Type        := Generate Points Intelligence
Ability 4 Descr       := The Force gives Obi Wan Kenobi an bonus in Intelligence of 750 points (only 1 component per ship effective).
Ability 4 Val 1       := 750
Ability 4 Val 2       := 0
Ability 5 Type        := Boarding Defense
Ability 5 Descr       := Obi Wan Kenobi has an 9 boarding defensive bonus.
Ability 5 Val 1       := 9
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Luke Skywalker I
Description           := Luke Skywalker (Jedi)(Hero:use only one) 
Pic Num               := 273
Tonnage Space Taken   := 0
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27000
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Leia Organa's mission to Tatooine
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Luke Skywalker an 25% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Luke Skywalker an 20% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Long Range Scanner
Ability 3 Descr       := The force gives Luke Skywalker the ability to mentaly scan an ship, 1 sector away (only 1 component per ship effective).
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Luke Skywalker II
Description           := Luke Skywalker (Jedi)(Hero:use only one) 
Pic Num               := 273
Tonnage Space Taken   := 0
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27000
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Leia Organa's mission to Tatooine
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Jedi Training
Tech Level Req 3      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Luke Skywalker an 30% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Luke Skywalker an 25% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Ability 3 Type        := Long Range Scanner
Ability 3 Descr       := The force gives Luke Skywalker the ability to mentaly scan an ship, 2 sectors away (only 1 component per ship effective).
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Luke Skywalker III
Description           := Luke Skywalker (Jedi)(Hero:use only one) 
Pic Num               := 273
Tonnage Space Taken   := 0
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27000
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Leia Organa's mission to Tatooine
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Jedi Training
Tech Level Req 3      := 2
Number of Abilities   := 4
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Luke Skywalker an 35% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Luke Skywalker an 30% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Ability 3 Type        := Long Range Scanner
Ability 3 Descr       := The force gives Luke Skywalker the ability to mentaly scan an ship, 3 sectors away (only 1 component per ship effective).
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Ability 4 Type        := Generate Points Intelligence
Ability 4 Descr       := The Force gives Luke Skywalker an bonus in Intelligence of 100 points (only 1 component per ship effective).
Ability 4 Val 1       := 100
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Luke Skywalker I
Description           := Luke Skywalker (Jedi)(Hero:use only one)
Pic Num               := 273
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27001
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Leia Organa's mission to Tatooine
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 5
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Luke Skywalker an 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Luke Skywalker an 15% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := The Force gives Luke Skywalker an bonus in ships speed (only 1 component per ship effective).
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Ability 4 Type        := Long Range Scanner
Ability 4 Descr       := The force gives Luke Skywalker the ability to mentaly scan an ship, 1 sector away (only 1 component per ship effective).
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Ability 5 Type        := Boarding Defense
Ability 5 Descr       := Luke Skywalker has an 2 boarding defensive bonus.
Ability 5 Val 1       := 2
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Luke Skywalker II
Description           := Luke Skywalker (Jedi)(Hero:use only one)
Pic Num               := 273
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27001
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Leia Organa's mission to Tatooine
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Jedi Training
Tech Level Req 3      := 1
Number of Abilities   := 5
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Luke Skywalker an 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Luke Skywalker an 20% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := The Force gives Luke Skywalker an bonus in ships speed (only 1 component per ship effective).
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Ability 4 Type        := Long Range Scanner
Ability 4 Descr       := The force gives Luke Skywalker the ability to mentaly scan an ship, 2 sectors away (only 1 component per ship effective).
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Ability 5 Type        := Boarding Defense
Ability 5 Descr       := Luke Skywalker has an 3 boarding defensive bonus.
Ability 5 Val 1       := 3
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Luke Skywalker III
Description           := Luke Skywalker (Jedi)(Hero:use only one)
Pic Num               := 273
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27001
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Leia Organa's mission to Tatooine
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Jedi Training
Tech Level Req 3      := 2
Number of Abilities   := 6
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Luke Skywalker an 25% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Luke Skywalker an 25% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Ability 3 Type        := Combat Movement
Ability 3 Descr       := The Force gives Luke Skywalker an bonus in ships speed (only 1 component per ship effective).
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Ability 4 Type        := Long Range Scanner
Ability 4 Descr       := The force gives Luke Skywalker the ability to mentaly scan an ship, 3 sectors away (only 1 component per ship effective).
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Intelligence
Ability 5 Descr       := The Force gives Luke Skywalker an bonus in Intelligence of 100 points (only 1 component per ship effective).
Ability 5 Val 1       := 100
Ability 5 Val 2       := 0
Ability 6 Type        := Boarding Defense
Ability 6 Descr       := Luke Skywalker has an 4 boarding defensive bonus.
Ability 6 Val 1       := 4
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Luke Skywalker I
Description           := Luke Skywalker (Jedi)(Hero:use only one)
Pic Num               := 273
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27005
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Leia Organa's mission to Tatooine
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Luke Skywalker an 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Luke Skywalker an 15% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Long Range Scanner
Ability 3 Descr       := The force gives Luke Skywalker the ability to mentaly scan an ship, 1 sector away (only 1 component per ship effective).
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Ability 4 Type        := Boarding Defense
Ability 4 Descr       := Luke Skywalker has an 2 boarding defensive bonus.
Ability 4 Val 1       := 2
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Luke Skywalker II
Description           := Luke Skywalker (Jedi)(Hero:use only one)
Pic Num               := 273
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27005
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Leia Organa's mission to Tatooine
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Jedi Training
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Luke Skywalker an 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Luke Skywalker an 20% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Long Range Scanner
Ability 3 Descr       := The force gives Luke Skywalker the ability to mentaly scan an ship, 2 sectors away (only 1 component per ship effective).
Ability 3 Val 1       := 2
Ability 3 Val 2       := 0
Ability 4 Type        := Boarding Defense
Ability 4 Descr       := Luke Skywalker has an 3 boarding defensive bonus.
Ability 4 Val 1       := 3
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Luke Skywalker III
Description           := Luke Skywalker (Jedi)(Hero:use only one)
Pic Num               := 273
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27005
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Leia Organa's mission to Tatooine
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Jedi Training
Tech Level Req 3      := 2
Number of Abilities   := 5
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := The Force gives Luke Skywalker an 25% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force gives Luke Skywalker an 25% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 25
Ability 2 Val 2       := 0
Ability 3 Type        := Long Range Scanner
Ability 3 Descr       := The force gives Luke Skywalker the ability to mentaly scan an ship, 3 sectors away (only 1 component per ship effective).
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Ability 4 Type        := Generate Points Intelligence
Ability 4 Descr       := The Force gives Luke Skywalker an bonus in Intelligence of 100 points (only 1 component per ship effective).
Ability 4 Val 1       := 100
Ability 4 Val 2       := 0
Ability 5 Type        := Boarding Defense
Ability 5 Descr       := Luke Skywalker has an 4 boarding defensive bonus.
Ability 5 Val 1       := 4
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Leia Organa I
Description           := Leia Organa (Hero:use only one)
Pic Num               := 274
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Rebel Hero's
Tech Level Req 1      := 2
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := Diplomatic experience gives Leia Organa an bonus in Intelligence of 250 points (only 1 component per ship effective).
Ability 1 Val 1       := 250
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Leia Organa's presence on a ship gives that ships crew an 5% morale Bonus (defense bonus in combat) (only 1 component per ship effective).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Leia Organa's presence on a ship gives that ships crew an 5% morale Bonus (attack bonus in combat) (only 1 component per ship effective).
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Leia Organa II
Description           := Leia Organa (Jedi student)(Hero:use only one)
Pic Num               := 274
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Rebel Hero's
Tech Level Req 1      := 2
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Jedi Training
Tech Level Req 3      := 3
Number of Abilities   := 3
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := The Force and diplomatic experience gives Leia Organa an bonus in Intelligence of 300 points (only 1 component per ship effective).
Ability 1 Val 1       := 300
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force and Leia Organa's presence on a ship gives that ships crew an 8% morale Bonus (defense bonus in combat) (only 1 component per ship effective).
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := The Force and Leia Organa's presence on a ship gives that ships crew an 8% morale Bonus (attack bonus in combat) (only 1 component per ship effective).
Ability 3 Val 1       := 8
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Leia Organa III
Description           := Leia Organa (Jedi student)(Hero:use only one)
Pic Num               := 274
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Rebel Hero's
Tech Level Req 1      := 2
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Jedi Training
Tech Level Req 3      := 4
Number of Abilities   := 3
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := The Force and diplomatic experience gives Leia Organa an bonus in Intelligence of 350 points (only 1 component per ship effective).
Ability 1 Val 1       := 350
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := The Force and Leia Organa's presence on a ship gives that ships crew an 12% morale Bonus (defense bonus in combat) (only 1 component per ship effective).
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := The Force and Leia Organa's presence on a ship gives that ships crew an 12% morale Bonus (attack bonus in combat) (only 1 component per ship effective).
Ability 3 Val 1       := 12
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Han Solo
Description           := Han Solo (Hero:use only one)
Pic Num               := 275
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27002
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Leia Organa's mission to Tatooine
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Experience and Nerve gives Han Solo an 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Experience and Nerve gives Han Solo an 15% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Component Repair
Ability 3 Descr       := Can repair 1 component per turn.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Ability 4 Type        := Combat Movement
Ability 4 Descr       := Engineering skills gives Han Solo an bonus in ships speed of 1 (only 1 component per ship effective).
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Chewbacca
Description           := Chewbacca (Wookiee)(Hero:use only one) 
Pic Num               := 276
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Hero's
Family                := 27003
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Leia Organa's mission to Tatooine
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 2 component per turn.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Experience and Nerve gives Chewbacca an 10% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Experience and Nerve gives Chewbacca an 10% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Combat Movement
Ability 4 Descr       := Engineering skills gives Chewbacca an bonus in ships speed of 1 (only 1 component per ship effective).
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Lando Calrissian
Description           := Lando Calrissian (Hero:use only one)
Pic Num               := 284
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27016
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Rebel Hero's
Tech Level Req 1      := 4
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Experience and Nerve gives Lando Calrissian an 12% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Experience and Nerve gives Lando Calrissian an 12% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Ability 3 Type        := Component Repair
Ability 3 Descr       := Can repair 1 component per turn.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Ability 4 Type        := Combat Movement
Ability 4 Descr       := Engineering skills gives Lando Calrissian an bonus in ships speed of 1 (only 1 component per ship effective).
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Wedge Antilles
Description           := Wedge Antilles (Hero:use only one)
Pic Num               := 279
Tonnage Space Taken   := 0
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27008
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Rebel Hero's
Tech Level Req 1      := 2
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Wedge Antilles has an 15% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Wedge Antilles has an 15% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Borsk Fey'lya
Description           := Borsk Fey'lya (Bothan)(Hero:use only one)
Pic Num               := 449
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 30
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27026
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Bothan Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Rebel, Bothan add
Tech Level Req 3      := 1
Number of Abilities   := 3
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := Borsk Fey'lya has acces to the Bothan Spy Network, Giving this ship an 1000 intelligence points bonus. (only 1 component per ship effective).
Ability 1 Val 1       := 1000
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Experience gives Borsk Fey'lya an 12% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 12
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Experience gives Borsk Fey'lya an 12% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 12
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Tarfful
Description           := Tarfful (Wookiee)(Hero:use only one) 
Pic Num               := 461
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Hero's
Family                := 27022
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Wookiees
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Courage and experience gives Tarfful an 14% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Courage and experience gives Tarfful an 14% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 14
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Tarfful
Description           := Tarfful (Wookiee)(Hero:use only one) 
Pic Num               := 461
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Hero's
Family                := 27022
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Wookiees
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Courage and experience gives Tarfful an 14% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Courage and experience gives Tarfful an 14% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 14
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Rebel Pilot I
Description           := Rebel Pilot (personnel:use as many as needed)
Pic Num               := 280
Tonnage Space Taken   := 0
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27009
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Rebel Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An trained pilot gives an fighter an 3% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An trained pilot gives an fighter an 3% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Rebel Pilot II
Description           := Rebel Pilot (personnel:use as many as needed)
Pic Num               := 280
Tonnage Space Taken   := 0
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27009
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Rebel Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Advanced Military Science
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An trained pilot gives an fighter an 6% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An trained pilot gives an fighter an 6% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Rebel Pilot III
Description           := Rebel Pilot (personnel:use as many as needed)
Pic Num               := 280
Tonnage Space Taken   := 0
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27009
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Rebel Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Advanced Military Science
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An trained pilot gives an fighter an 9% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An trained pilot gives an fighter an 9% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mon Calamari Pilot I
Description           := Mon Calamari Pilot (personnel:use as many as needed)
Pic Num               := 443
Tonnage Space Taken   := 0
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27009
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mon Calamari Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel, Mon Calamari add
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An trained pilot gives an fighter an 3% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An trained pilot gives an fighter an 3% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mon Calamari Pilot II
Description           := Mon Calamari Pilot (personnel:use as many as needed)
Pic Num               := 443
Tonnage Space Taken   := 0
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27009
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Mon Calamari Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel, Mon Calamari add
Tech Level Req 2      := 1
Tech Area Req 3       := Advanced Military Science
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An trained pilot gives an fighter an 6% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An trained pilot gives an fighter an 6% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mon Calamari Pilot III
Description           := Mon Calamari Pilot (personnel:use as many as needed)
Pic Num               := 443
Tonnage Space Taken   := 0
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27009
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Mon Calamari Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel, Mon Calamari add
Tech Level Req 2      := 1
Tech Area Req 3       := Advanced Military Science
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An trained pilot gives an fighter an 9% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An trained pilot gives an fighter an 9% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bothan Pilot I
Description           := Bothan Pilot (personnel:use as many as needed)
Pic Num               := 446
Tonnage Space Taken   := 0
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27009
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bothan Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel, Bothan add
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An trained pilot gives an fighter an 2% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An trained pilot gives an fighter an 2% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bothan Pilot II
Description           := Bothan Pilot (personnel:use as many as needed)
Pic Num               := 446
Tonnage Space Taken   := 0
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27009
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Bothan Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel, Bothan add
Tech Level Req 2      := 1
Tech Area Req 3       := Advanced Military Science
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An trained pilot gives an fighter an 5% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An trained pilot gives an fighter an 5% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bothan Pilot III
Description           := Bothan Pilot (personnel:use as many as needed)
Pic Num               := 446
Tonnage Space Taken   := 0
Tonnage Structure     := 3
Cost Minerals         := 0
Cost Organics         := 20
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27009
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Bothan Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel, Bothan add
Tech Level Req 2      := 1
Tech Area Req 3       := Advanced Military Science
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An trained pilot gives an fighter an 8% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An trained pilot gives an fighter an 8% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Rebel Captain I
Description           := Rebel Captain (personnel:use as many as needed)
Pic Num               := 285
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27017
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Rebel Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An captain gives an Ship an 3% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An captain gives an Ship an 3% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Rebel Captain II
Description           := Rebel Captain (personnel:use as many as needed)
Pic Num               := 285
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27017
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Rebel Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Advanced Military Science
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An captain gives an Ship an 6% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An captain gives an Ship an 6% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 6
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Rebel Captain III
Description           := Rebel Captain (personnel:use as many as needed)
Pic Num               := 285
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27017
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Rebel Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Tech Area Req 3       := Advanced Military Science
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An captain gives an Ship an 9% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An captain gives an Ship an 9% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mon Calamari Captain I
Description           := Mon Calamari Captain (personnel:use as many as needed)
Pic Num               := 444
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27017
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Mon Calamari Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel, Mon Calamari add
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An captain gives an Ship an 5% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An captain gives an Ship an 5% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mon Calamari Captain II
Description           := Mon Calamari Captain (personnel:use as many as needed)
Pic Num               := 444
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27017
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Mon Calamari Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel, Mon Calamari add
Tech Level Req 2      := 1
Tech Area Req 3       := Advanced Military Science
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An captain gives an Ship an 8% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An captain gives an Ship an 8% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mon Calamari Captain III
Description           := Mon Calamari Captain (personnel:use as many as needed)
Pic Num               := 444
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27017
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Mon Calamari Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel, Mon Calamari add
Tech Level Req 2      := 1
Tech Area Req 3       := Advanced Military Science
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An captain gives an Ship an 11% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An captain gives an Ship an 11% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 11
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bothan Captain I
Description           := Bothan Captain (personnel:use as many as needed)
Pic Num               := 447
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27017
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Bothan Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel, Bothan add
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An captain gives an Ship an 2% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An captain gives an Ship an 2% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Generate Points Intelligence
Ability 3 Descr       := Every Bothan Captain has acces to the Bothan Spy Network, Giving this ship an 50 intelligence points bonus. (only 1 component per ship effective).
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Bothan Captain II
Description           := Bothan Captain (personnel:use as many as needed)
Pic Num               := 447
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27017
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Bothan Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel, Bothan add
Tech Level Req 2      := 1
Tech Area Req 3       := Advanced Military Science
Tech Level Req 3      := 1
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An captain gives an Ship an 5% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An captain gives an Ship an 5% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Generate Points Intelligence
Ability 3 Descr       := Every Bothan Captain has acces to the Bothan Spy Network, Giving this ship an 100 intelligence points bonus. (only 1 component per ship effective).
Ability 3 Val 1       := 100
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Bothan Captain III
Description           := Bothan Captain (personnel:use as many as needed)
Pic Num               := 447
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27017
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Bothan Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel, Bothan add
Tech Level Req 2      := 1
Tech Area Req 3       := Advanced Military Science
Tech Level Req 3      := 2
Number of Abilities   := 3
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := An captain gives an Ship an 8% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := An captain gives an Ship an 8% defense bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 8
Ability 2 Val 2       := 0
Ability 3 Type        := Generate Points Intelligence
Ability 3 Descr       := Every Bothan Captain has acces to the Bothan Spy Network, Giving this ship an 150 intelligence points bonus. (only 1 component per ship effective).
Ability 3 Val 1       := 150
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Bothan Intelligence Officer I
Description           := Bothan Intelligence Officer (Bothan)(personnel:use as many as needed)
Pic Num               := 439
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 30
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27025
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Bothan Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel, Bothan add
Tech Level Req 2      := 1
Tech Area Req 3       := Bothan Intelligence Officer
Tech Level Req 3      := 1
Number of Abilities   := 1
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := An Bothan Intteligence Officer has acces to the Bothan Spy Network, Giving this ship an 100 intelligence points bonus. (only 1 component per ship effective).
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bothan Intelligence Officer II
Description           := Bothan Intelligence Officer (Bothan)(personnel:use as many as needed)
Pic Num               := 439
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 30
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27025
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Bothan Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel, Bothan add
Tech Level Req 2      := 1
Tech Area Req 3       := Bothan Intelligence Officer 
Tech Level Req 3      := 2
Number of Abilities   := 1
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := An Bothan Intteligence Officer has acces to the Bothan Spy Network, Giving this ship an 150 intelligence points bonus. (only 1 component per ship effective).
Ability 1 Val 1       := 150
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Bothan Intelligence Officer III
Description           := Bothan Intelligence Officer (Bothan)(personnel:use as many as needed)
Pic Num               := 439
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 30
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27025
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Bothan Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel, Bothan add
Tech Level Req 2      := 1
Tech Area Req 3       := Bothan Intelligence Officer 
Tech Level Req 3      := 3
Number of Abilities   := 1
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := An Bothan Intteligence Officer has acces to the Bothan Spy Network, Giving this ship an 200 intelligence points bonus. (only 1 component per ship effective).
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Jabba the Hutt
Description           := Jabba the Hutt (Hero:use only one)
Pic Num               := 423
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 50
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27200
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Jabba's Hero's
Tech Level Req 1      := 1
Tech Area Req 2       := Jabba's Technology
Tech Level Req 2      := 1
Number of Abilities   := 6
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := Slyness and experience gives Jabba the Hutt an bonus in Intelligence of 1000 points (only 1 component per ship effective).
Ability 1 Val 1       := 1000
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Jabba the Hutt's presence on a ship gives that ships crew an 10% morale Bonus (defense bonus in combat) (only 1 component per ship effective).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Offense Plus
Ability 3 Descr       := Jabba the Hutt's presence on a ship gives that ships crew an 10% morale Bonus (attack bonus in combat) (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Generate Points Minerals
Ability 4 Descr       := Jabba's smuggling affairs gives him an bonus of 2000 mineral points (only 1 component per ship effective).
Ability 4 Val 1       := 2000
Ability 4 Val 2       := 0
Ability 5 Type        := Generate Points Organics
Ability 5 Descr       := Jabba's smuggling affairs gives him an bonus of 2000 Organic points (only 1 component per ship effective).
Ability 5 Val 1       := 2000
Ability 5 Val 2       := 0
Ability 6 Type        := Generate Points Radioactives
Ability 6 Descr       := Jabba's smuggling affairs gives him an bonus of 2000 Radioactives points (only 1 component per ship effective).
Ability 6 Val 1       := 2000
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Weequay Pirate Squads I
Description           := Pirates trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 425
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27202
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Jabba's Technology
Tech Level Req 1      := 1
Tech Area Req 2       := Ship Capture
Tech Level Req 2      := 1
Tech Area Req 3       := Jabba's Infantry
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 3 pirate sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 3kT worth of cargo space.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Weequay Pirate Squads II
Description           := Pirates trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 425
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 113
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27202
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Jabba's Technology
Tech Level Req 1      := 1
Tech Area Req 2       := Ship Capture
Tech Level Req 2      := 2
Tech Area Req 3       := Jabba's Infantry
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 6 pirate sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 3kT worth of cargo space.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Weequay Pirate Squads III
Description           := Pirates trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 425
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27202
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Jabba's Technology
Tech Level Req 1      := 1
Tech Area Req 2       := Ship Capture
Tech Level Req 2      := 3
Tech Area Req 3       := Jabba's Infantry
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 9 pirate sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 3kT worth of cargo space.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Weequay Pirate Squads IV
Description           := Pirates trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 425
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 188
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27202
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Jabba's Technology
Tech Level Req 1      := 1
Tech Area Req 2       := Ship Capture
Tech Level Req 2      := 4
Tech Area Req 3       := Jabba's Infantry
Tech Level Req 3      := 2
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 11 pirate sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 3kT worth of cargo space.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Weequay Pirate Squads V
Description           := Pirates trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 425
Tonnage Space Taken   := 8
Tonnage Structure     := 8
Cost Minerals         := 225
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27202
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Jabba's Technology
Tech Level Req 1      := 1
Tech Area Req 2       := Ship Capture
Tech Level Req 2      := 5
Tech Area Req 3       := Jabba's Infantry
Tech Level Req 3      := 3
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 15 pirate sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 3kT worth of cargo space.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bib Fortuna
Description           := Bib Fortuna (Hero:use only one)
Pic Num               := 424
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27201
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Jabba's Hero's
Tech Level Req 1      := 2
Tech Area Req 2       := Jabba's Technology
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := Slyness and experience gives Bib Fortuna an bonus in Intelligence of 250 points (only 1 component per ship effective).
Ability 1 Val 1       := 250
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Minerals
Ability 2 Descr       := Managing Jabba's smuggling affairs gives Bib Fortuna an bonus of 500 mineral points (only 1 component per ship effective).
Ability 2 Val 1       := 500
Ability 2 Val 2       := 0
Ability 3 Type        := Generate Points Organics
Ability 3 Descr       := Managing Jabba's smuggling affairs gives Bib Fortuna an bonus of 500 Organic points (only 1 component per ship effective).
Ability 3 Val 1       := 500
Ability 3 Val 2       := 0
Ability 4 Type        := Generate Points Radioactives
Ability 4 Descr       := Managing Jabba's smuggling affairs gives Bib Fortuna an bonus of 500 Radioactives points (only 1 component per ship effective).
Ability 4 Val 1       := 500
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Boba Fett
Description           := Boba Fett (Hero:use only one)
Pic Num               := 427
Tonnage Space Taken   := 0
Tonnage Structure     := 1
Cost Minerals         := 0
Cost Organics         := 25
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Hero's
Family                := 27204
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Jabba's Hero's
Tech Level Req 1      := 2
Tech Area Req 2       := Bounty Hunters Charter Mission
Tech Level Req 2      := 1
Tech Area Req 3       := Jabba's Technology
Tech Level Req 3      := 1
Number of Abilities   := 3
Ability 1 Type        := Generate Points Intelligence
Ability 1 Descr       := Slyness and experience gives Boba Fett an bonus in Intelligence of 500 points (only 1 component per ship effective).
Ability 1 Val 1       := 500
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Boba Fett receive a 9% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 9
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Boba Fett receive a 9% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 9
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Hoersch-Kessel Ion Drive I
Description           := Advanced ion drive that converts nucleonic energy into ions used to thrust the ship.
Pic Num               := 369
Tonnage Space Taken   := 339
Tonnage Structure     := 1018
Cost Minerals         := 5512
Cost Organics         := 0
Cost Radioactives     := 1696
Vehicle Type          := Ship
Supply Amount Used    := 474
Restrictions          := None
General Group         := Engines
Family                := 24005
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 1 thrust point.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hoersch-Kessel Ion Drive II
Description           := Advanced ion drive that converts nucleonic energy into ions used to thrust the ship.
Pic Num               := 369
Tonnage Space Taken   := 339
Tonnage Structure     := 1018
Cost Minerals         := 5300
Cost Organics         := 0
Cost Radioactives     := 1696
Vehicle Type          := Ship
Supply Amount Used    := 474
Restrictions          := None
General Group         := Engines
Family                := 24005
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 1 thrust point.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hoersch-Kessel Ion Drive III
Description           := Advanced ion drive that converts nucleonic energy into ions used to thrust the ship.
Pic Num               := 369
Tonnage Space Taken   := 339
Tonnage Structure     := 1018
Cost Minerals         := 5088
Cost Organics         := 0
Cost Radioactives     := 1484
Vehicle Type          := Ship
Supply Amount Used    := 432
Restrictions          := None
General Group         := Engines
Family                := 24005
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 1 thrust point.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hoersch-Kessel Ion Drive IV
Description           := Advanced ion drive that converts nucleonic energy into ions used to thrust the ship.
Pic Num               := 369
Tonnage Space Taken   := 339
Tonnage Structure     := 1018
Cost Minerals         := 4876
Cost Organics         := 0
Cost Radioactives     := 1484
Vehicle Type          := Ship
Supply Amount Used    := 432
Restrictions          := None
General Group         := Engines
Family                := 24005
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 1 thrust point.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hoersch-Kessel Ion Drive V
Description           := Advanced ion drive that converts nucleonic energy into ions used to thrust the ship.
Pic Num               := 369
Tonnage Space Taken   := 339
Tonnage Structure     := 1018
Cost Minerals         := 4664
Cost Organics         := 0
Cost Radioactives     := 1272
Vehicle Type          := Ship
Supply Amount Used    := 389
Restrictions          := None
General Group         := Engines
Family                := 24005
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 1 thrust point.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hoersch-Kessel Ion Drive VI
Description           := Advanced ion drive that converts nucleonic energy into ions used to thrust the ship.
Pic Num               := 369
Tonnage Space Taken   := 339
Tonnage Structure     := 1018
Cost Minerals         := 4452
Cost Organics         := 0
Cost Radioactives     := 1272
Vehicle Type          := Ship
Supply Amount Used    := 389
Restrictions          := None
General Group         := Engines
Family                := 24005
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 1 thrust point.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hoersch-Kessel Ion Drive VII
Description           := Advanced ion drive that converts nucleonic energy into ions used to thrust the ship.
Pic Num               := 369
Tonnage Space Taken   := 339
Tonnage Structure     := 1018
Cost Minerals         := 4240
Cost Organics         := 0
Cost Radioactives     := 1060
Vehicle Type          := Ship
Supply Amount Used    := 262
Restrictions          := None
General Group         := Engines
Family                := 24005
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 1 thrust point.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hoersch-Kessel Ion Drive VIII
Description           := Advanced ion drive that converts nucleonic energy into ions used to thrust the ship.
Pic Num               := 369
Tonnage Space Taken   := 339
Tonnage Structure     := 1018
Cost Minerals         := 4028
Cost Organics         := 0
Cost Radioactives     := 1060
Vehicle Type          := Ship
Supply Amount Used    := 262
Restrictions          := None
General Group         := Engines
Family                := 24005
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 1 thrust point.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hoersch-Kessel Ion Drive I
Description           := Advanced ion drive that converts nucleonic energy into ions used to thrust the ship.
Pic Num               := 369
Tonnage Space Taken   := 5
Tonnage Structure     := 10
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Engines
Family                := 24005
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 4 thrust point.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hoersch-Kessel Ion Drive II
Description           := Advanced ion drive that converts nucleonic energy into ions used to thrust the ship.
Pic Num               := 369
Tonnage Space Taken   := 4
Tonnage Structure     := 10
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Drone
Supply Amount Used    := 3
Restrictions          := None
General Group         := Engines
Family                := 24005
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 5 thrust point.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Hoersch-Kessel Ion Drive III
Description           := Advanced ion drive that converts nucleonic energy into ions used to thrust the ship.
Pic Num               := 369
Tonnage Space Taken   := 3
Tonnage Structure     := 10
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Engines
Family                := 24005
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 6 thrust point.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := .1 Hyperdrive
Description           := Allows jumping and propelling a ship through hyperspace.
Pic Num               := 385
Tonnage Space Taken   := 200
Tonnage Structure     := 600
Cost Minerals         := 16000
Cost Organics         := 0
Cost Radioactives     := 12000
Vehicle Type          := Ship
Supply Amount Used    := 50
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 24006
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Hyperphysics
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Generates 4 movements past lightspeed
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := After a jump hyperdrive needs to be re-tuned in order to be used again.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := .2 Hyperdrive
Description           := Allows jumping and propelling a ship through hyperspace.
Pic Num               := 385
Tonnage Space Taken   := 200
Tonnage Structure     := 600
Cost Minerals         := 16000
Cost Organics         := 0
Cost Radioactives     := 12000
Vehicle Type          := Ship
Supply Amount Used    := 50
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 24006
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Hyperphysics
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Generates 6 movements past lightspeed
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := After a jump hyperdrive needs to be re-tuned in order to be used again.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := .3 Hyperdrive
Description           := Allows jumping and propelling a ship through hyperspace.
Pic Num               := 385
Tonnage Space Taken   := 200
Tonnage Structure     := 600
Cost Minerals         := 16000
Cost Organics         := 0
Cost Radioactives     := 12000
Vehicle Type          := Ship
Supply Amount Used    := 50
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 24006
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Hyperphysics
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Generates 8 movements past lightspeed
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := After a jump hyperdrive needs to be re-tuned in order to be used again.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := .4 Hyperdrive
Description           := Allows jumping and propelling a ship through hyperspace.
Pic Num               := 385
Tonnage Space Taken   := 200
Tonnage Structure     := 600
Cost Minerals         := 16000
Cost Organics         := 0
Cost Radioactives     := 12000
Vehicle Type          := Ship
Supply Amount Used    := 50
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 24006
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Hyperphysics
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Generates 10 movements past lightspeed.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := After a jump hyperdrive needs to be re-tuned in order to be used again.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := .5 Hyperdrive
Description           := Allows jumping and propelling a ship through hyperspace.
Pic Num               := 385
Tonnage Space Taken   := 200
Tonnage Structure     := 600
Cost Minerals         := 16000
Cost Organics         := 0
Cost Radioactives     := 12000
Vehicle Type          := Ship
Supply Amount Used    := 50
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 24006
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Hyperphysics
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Emergency Energy
Ability 1 Descr       := Generates 12 movements past lightspeed.
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := After a jump hyperdrive needs to be re-tuned in order to be used again.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Hyperdrive Motivator
Description           := Auxiliary components necessary to tune the hyperdrive.
Pic Num               := 165
Tonnage Space Taken   := 200
Tonnage Structure     := 600
Cost Minerals         := 16000
Cost Organics         := 0
Cost Radioactives     := 12000
Vehicle Type          := Ship
Supply Amount Used    := 50
Restrictions          := One Per Vehicle
General Group         := Engines
Family                := 24007
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Hyperphysics
Tech Level Req 1      := 1
Number of Abilities   := 5
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can re-tune a hyperdrive.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Space Yard
Ability 2 Descr       :=
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Space Yard
Ability 3 Descr       :=
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 1 component per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       := 0
Ability 5 Type        := Armor
Ability 5 Descr       := Fragil component tends to be one of the firsts to be damaged in battle.
Ability 5 Val 1       := 0
Ability 5 Val 2       := 0
Weapon Type           := None

Name                  := Shield Projector I
Description           := Projects a defensive shield around a starship. It combines Ray Shields and Particle Shields to block most weapons.
Pic Num               := 373
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24008
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Projects [%ShieldPointsGenerated] SDB of shields.
Ability 1 Val 1       := 500
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Projector II
Description           := Projects a defensive shield around a starship. It combines Ray Shields and Particle Shields to block most weapons.
Pic Num               := 373
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24008
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Projects [%ShieldPointsGenerated] SDB of shields.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Projector III
Description           := Projects a defensive shield around a starship. It combines Ray Shields and Particle Shields to block most weapons.
Pic Num               := 373
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24008
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Projects [%ShieldPointsGenerated] SDB of shields.
Ability 1 Val 1       := 900
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Projector IV
Description           := Projects a defensive shield around a starship. It combines Ray Shields and Particle Shields to block most weapons.
Pic Num               := 373
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24008
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Projects [%ShieldPointsGenerated] SDB of shields.
Ability 1 Val 1       := 1100
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Projector V
Description           := Projects a defensive shield around a starship. It combines Ray Shields and Particle Shields to block most weapons.
Pic Num               := 373
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24008
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Projects [%ShieldPointsGenerated] SDB of shields.
Ability 1 Val 1       := 1300
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Projector VI
Description           := Projects a defensive shield around a starship. It combines Ray Shields and Particle Shields to block most weapons.
Pic Num               := 373
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24008
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Projects [%ShieldPointsGenerated] SDB of shields.
Ability 1 Val 1       := 1500
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Projector VII
Description           := Projects a defensive shield around a starship. It combines Ray Shields and Particle Shields to block most weapons.
Pic Num               := 373
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24008
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Projects [%ShieldPointsGenerated] SDB of shields.
Ability 1 Val 1       := 1700
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Projector VIII
Description           := Projects a defensive shield around a starship. It combines Ray Shields and Particle Shields to block most weapons.
Pic Num               := 373
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24008
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Projects [%ShieldPointsGenerated] SDB of shields.
Ability 1 Val 1       := 1900
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Projector IX
Description           := Projects a defensive shield around a starship. It combines Ray Shields and Particle Shields to block most weapons.
Pic Num               := 373
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24008
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Projects [%ShieldPointsGenerated] SDB of shields.
Ability 1 Val 1       := 2100
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Projector X
Description           := Projects a defensive shield around a starship. It combines Ray Shields and Particle Shields to block most weapons.
Pic Num               := 373
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 1100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24008
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Projects [%ShieldPointsGenerated] SDB of shields.
Ability 1 Val 1       := 2300
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Droid Crew I
Description           := Droids designed and programmed to replace the crew of a ship.
Pic Num               := 396
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 24009
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Droids
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Replaces Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       := Droids don't need life support to operate.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Clumsy and predictable movements make ship 100% easier to hit.
Ability 3 Val 1       := 100
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Offense Minus
Ability 4 Descr       := Predictable fire patterns decrease chance of hitting enemy ships by 100%.
Ability 4 Val 1       := 100
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Droid Crew II
Description           := Droids designed and programmed to replace the crew of a ship.
Pic Num               := 396
Tonnage Space Taken   := 280
Tonnage Structure     := 280
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 24009
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Droids
Tech Level Req 1      := 2
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Replaces Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       := Droids don't need life support to operate.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Clumsy and predictable movements make ship 95% easier to hit.
Ability 3 Val 1       := 95
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Offense Minus
Ability 4 Descr       := Predictable fire patterns decrease chance of hitting enemy ships by 95%.
Ability 4 Val 1       := 95
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Droid Crew III
Description           := Droids designed and programmed to replace the crew of a ship.
Pic Num               := 396
Tonnage Space Taken   := 240
Tonnage Structure     := 240
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 24009
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Droids
Tech Level Req 1      := 3
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Replaces Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       := Droids don't need life support to operate.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Clumsy and predictable movements make ship 90% easier to hit.
Ability 3 Val 1       := 90
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Offense Minus
Ability 4 Descr       := Predictable fire patterns decrease chance of hitting enemy ships by 90%.
Ability 4 Val 1       := 90
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Droid Crew IV
Description           := Droids designed and programmed to replace the crew of a ship.
Pic Num               := 396
Tonnage Space Taken   := 220
Tonnage Structure     := 220
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 24009
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Droids
Tech Level Req 1      := 4
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Replaces Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       := Droids don't need life support to operate.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Clumsy and predictable movements make ship 85% easier to hit.
Ability 3 Val 1       := 85
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Offense Minus
Ability 4 Descr       := Predictable fire patterns decrease chance of hitting enemy ships by 85%.
Ability 4 Val 1       := 85
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Droid Crew V
Description           := Droids designed and programmed to replace the crew of a ship.
Pic Num               := 396
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 24009
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Droids
Tech Level Req 1      := 5
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Replaces Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       := Droids don't need life support to operate.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Clumsy and predictable movements make ship 80% easier to hit.
Ability 3 Val 1       := 80
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Offense Minus
Ability 4 Descr       := Predictable fire patterns decrease chance of hitting enemy ships by 80%.
Ability 4 Val 1       := 80
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Droid Crew VI
Description           := Droids designed and programmed to replace the crew of a ship.
Pic Num               := 396
Tonnage Space Taken   := 180
Tonnage Structure     := 180
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 24009
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Droids
Tech Level Req 1      := 6
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Replaces Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       := Droids don't need life support to operate.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Clumsy and predictable movements make ship 75% easier to hit.
Ability 3 Val 1       := 75
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Offense Minus
Ability 4 Descr       := Predictable fire patterns decrease chance of hitting enemy ships by 75%.
Ability 4 Val 1       := 75
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Droid Crew VII
Description           := Droids designed and programmed to replace the crew of a ship.
Pic Num               := 396
Tonnage Space Taken   := 160
Tonnage Structure     := 160
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 24009
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Droids
Tech Level Req 1      := 7
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Replaces Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       := Droids don't need life support to operate.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Clumsy and predictable movements make ship 70% easier to hit.
Ability 3 Val 1       := 70
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Offense Minus
Ability 4 Descr       := Predictable fire patterns decrease chance of hitting enemy ships by 70%.
Ability 4 Val 1       := 70
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Droid Crew VIII
Description           := Droids designed and programmed to replace the crew of a ship.
Pic Num               := 396
Tonnage Space Taken   := 140
Tonnage Structure     := 140
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 24009
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Droids
Tech Level Req 1      := 8
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Replaces Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       := Droids don't need life support to operate.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Clumsy and predictable movements make ship 65% easier to hit.
Ability 3 Val 1       := 65
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Offense Minus
Ability 4 Descr       := Predictable fire patterns decrease chance of hitting enemy ships by 65%.
Ability 4 Val 1       := 65
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Droid Crew IX
Description           := Droids designed and programmed to replace the crew of a ship.
Pic Num               := 396
Tonnage Space Taken   := 120
Tonnage Structure     := 120
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 24009
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Droids
Tech Level Req 1      := 9
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Replaces Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       := Droids don't need life support to operate.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Clumsy and predictable movements make ship 60% easier to hit.
Ability 3 Val 1       := 60
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Offense Minus
Ability 4 Descr       := Predictable fire patterns decrease chance of hitting enemy ships by 60%.
Ability 4 Val 1       := 60
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Droid Crew X
Description           := Droids designed and programmed to replace the crew of a ship.
Pic Num               := 396
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 24009
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Droids
Tech Level Req 1      := 10
Number of Abilities   := 4
Ability 1 Type        := Ship Crew Quarters
Ability 1 Descr       := Replaces Crew Quarters.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Ship Life Support
Ability 2 Descr       := Droids don't need life support to operate.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Minus
Ability 3 Descr       := Clumsy and predictable movements make ship 50% easier to hit.
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Ability 4 Type        := Combat To Hit Offense Minus
Ability 4 Descr       := Predictable fire patterns decrease chance of hitting enemy ships by 50%.
Ability 4 Val 1       := 50
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Durasteel Armor I
Description           := Advanced metallic armor used to protect a ship from physical damage.
Pic Num               := 383
Tonnage Space Taken   := 5
Tonnage Structure     := 15
Cost Minerals         := 25
Cost Organics         := 10
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 24010
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Durasteel Armor II
Description           := Advanced metallic armor used to protect a ship from physical damage.
Pic Num               := 383
Tonnage Space Taken   := 5
Tonnage Structure     := 17
Cost Minerals         := 25
Cost Organics         := 10
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 24010
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Durasteel Armor III
Description           := Advanced metallic armor used to protect a ship from physical damage.
Pic Num               := 383
Tonnage Space Taken   := 5
Tonnage Structure     := 20
Cost Minerals         := 25
Cost Organics         := 10
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 24010
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Durasteel Armor IV
Description           := Advanced metallic armor used to protect a ship from physical damage.
Pic Num               := 383
Tonnage Space Taken   := 5
Tonnage Structure     := 22
Cost Minerals         := 25
Cost Organics         := 10
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 24010
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Durasteel Armor V
Description           := Advanced metallic armor used to protect a ship from physical damage.
Pic Num               := 383
Tonnage Space Taken   := 5
Tonnage Structure     := 25
Cost Minerals         := 25
Cost Organics         := 10
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 24010
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Durasteel Armor VI
Description           := Advanced metallic armor used to protect a ship from physical damage.
Pic Num               := 383
Tonnage Space Taken   := 5
Tonnage Structure     := 30
Cost Minerals         := 25
Cost Organics         := 10
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Armor
Family                := 24010
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Resonance Torpedo
Description           := Torpedo that triggers a modulated resonance discharge that causes the gases in the star's core to become hyper-activated, aging the star into a supernova in a matter of hours. The resulting supernova explosion will destroy all planets and ships within the solar system.
Pic Num               := 61
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 100000
Cost Organics         := 50000
Cost Radioactives     := 100000
Vehicle Type          := Ship\Base
Supply Amount Used    := 500
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 24011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Destroy Star
Ability 1 Descr       := Can destroy a star of any size.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Duraplast Armor I
Description           := Multi layered durasteel and metalplastic armor.
Pic Num               := 383
Tonnage Space Taken   := 1
Tonnage Structure     := 3
Cost Minerals         := 10
Cost Organics         := 5
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Armor
Family                := 24012
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Duraplast Armor II
Description           := Multi layered durasteel and metalplastic armor.
Pic Num               := 383
Tonnage Space Taken   := 1
Tonnage Structure     := 5
Cost Minerals         := 10
Cost Organics         := 5
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Armor
Family                := 24012
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Duraplast Armor III
Description           := Multi layered durasteel and metalplastic armor.
Pic Num               := 383
Tonnage Space Taken   := 1
Tonnage Structure     := 7
Cost Minerals         := 10
Cost Organics         := 5
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Armor
Family                := 24012
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Duraplast Armor I
Description           := Multi layered durasteel and metalplastic armor.
Pic Num               := 383
Tonnage Space Taken   := 100
Tonnage Structure     := 300
Cost Minerals         := 10
Cost Organics         := 5
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Armor
Family                := 28017
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Duraplast Armor II
Description           := Multi layered durasteel and metalplastic armor.
Pic Num               := 383
Tonnage Space Taken   := 100
Tonnage Structure     := 500
Cost Minerals         := 10
Cost Organics         := 5
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Armor
Family                := 28017
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Duraplast Armor III
Description           := Multi layered durasteel and metalplastic armor.
Pic Num               := 383
Tonnage Space Taken   := 100
Tonnage Structure     := 700
Cost Minerals         := 10
Cost Organics         := 5
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Armor
Family                := 28017
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Armor
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Cockpit
Description           := The main control center of a fighter.
Pic Num               := 270
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 40
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 0
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a fighter cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Life Support
Description           := Mechanical means to generate a livable atmosphere within a fighter.
Pic Num               := 4
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 41
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 0
Number of Abilities   := 1
Ability 1 Type        := Ship Life Support
Ability 1 Descr       := Contains life support for a fighter.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Troop Cockpit
Description           := The main control center of a mechanized troop.
Pic Num               := 271
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 42
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 0
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a troop cockpit.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Satellite Computer Core
Description           := The main computer core which controls a satellite.
Pic Num               := 3
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Satellite
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 43
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Satellites
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a satellite computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Weapons Platform Computer Core
Description           := The main computer core which controls a weapons platform.
Pic Num               := 3
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := WeapPlatform
Supply Amount Used    := 0
Restrictions          := None
General Group         := Vehicle Control
Family                := 44
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Weapon Platforms
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Ship Bridge
Ability 1 Descr       := Contains a weapons platform computer core.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Ion Engine I
Description           := Reduced ion drive that use ions to thrust a fighter.
Pic Num               := 368
Tonnage Space Taken   := 1
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Engines
Family                := 24014
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 15 standard thrust.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Can store 50 units of supply.
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Ion Engine II
Description           := Reduced ion drive that use ions to thrust a fighter.
Pic Num               := 368
Tonnage Space Taken   := 1
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Engines
Family                := 24014
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 18 standard thrust.
Ability 1 Val 1       := 18
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Can store 50 units of supply.
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Ion Engine III
Description           := Reduced ion drive that use ions to thrust a fighter.
Pic Num               := 368
Tonnage Space Taken   := 1
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Engines
Family                := 24014
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 21 standard thrust.
Ability 1 Val 1       := 21
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Can store 50 units of supply.
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Ion Engine IV
Description           := Reduced ion drive that use ions to thrust a fighter.
Pic Num               := 368
Tonnage Space Taken   := 1
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Engines
Family                := 24014
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 25 standard thrust.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Can store 50 units of supply.
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Ion Engine V
Description           := Reduced ion drive that use ions to thrust a fighter.
Pic Num               := 368
Tonnage Space Taken   := 1
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Engines
Family                := 24014
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 30 standard thrust.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Can store 50 units of supply.
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Ion Engine VI
Description           := Reduced ion drive that use ions to thrust a fighter.
Pic Num               := 368
Tonnage Space Taken   := 1
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Engines
Family                := 24014
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 35 standard thrust.
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Can store 50 units of supply.
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Ion Engine VII
Description           := Reduced ion drive that use ions to thrust a fighter.
Pic Num               := 368
Tonnage Space Taken   := 1
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Engines
Family                := 24014
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 7
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 42 standard thrust.
Ability 1 Val 1       := 42
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Can store 50 units of supply.
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Ion Engine VIII
Description           := Reduced ion drive that use ions to thrust a fighter.
Pic Num               := 368
Tonnage Space Taken   := 1
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Engines
Family                := 24014
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 8
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 50 standard thrust.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Can store 50 units of supply.
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Ion Engine IX
Description           := Reduced ion drive that use ions to thrust a fighter.
Pic Num               := 368
Tonnage Space Taken   := 1
Tonnage Structure     := 2
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Engines
Family                := 24014
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Propulsion
Tech Level Req 1      := 9
Number of Abilities   := 2
Ability 1 Type        := Standard Ship Movement
Ability 1 Descr       := Generates 60 standard thrust.
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Ability 2 Type        := Supply Storage
Ability 2 Descr       := Can store 50 units of supply.
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Atomic Reactor
Description           := Reactor that employs atomic fission to generate energy, which in turn generates large amounts of heat and radiation. This makes them very dangerous to use.
Pic Num               := 249
Tonnage Space Taken   := 10
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 300
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 24015
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Stores 2500 units of supplies.
Ability 1 Val 1       := 2500
Ability 1 Val 2       := 0
Ability 2 Type        := Solar Supply Generation
Ability 2 Descr       := Generates 5 supplies for each star in a system per turn.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := High-Pressure Implosion Reactor
Description           := Reactor that uses implosions to generate an intense gravitic field.
Pic Num               := 361
Tonnage Space Taken   := 15
Tonnage Structure     := 60
Cost Minerals         := 900
Cost Organics         := 0
Cost Radioactives     := 900
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 24015
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Stores 3000 units of supplies.
Ability 1 Val 1       := 3000
Ability 1 Val 2       := 0
Ability 2 Type        := Solar Supply Generation
Ability 2 Descr       := Generates 100 supplies for each star in a system per turn.
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Atomic Reactor
Description           := Reactor that employs atomic fission to generate energy, which in turn generates large amounts of heat and radiation. This makes them very dangerous to use.
Pic Num               := 249
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 30
Vehicle Type          := Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 24015
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Stores 200 units of supplies.
Ability 1 Val 1       := 200
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := High-Pressure Implosion Reactor
Description           := Reactor that uses implosions to generate an intense gravitic field.
Pic Num               := 361
Tonnage Space Taken   := 5
Tonnage Structure     := 6
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 24015
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Stores 250 units of supplies.
Ability 1 Val 1       := 250
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Ionization Reactor I
Description           := Cold-ionization fusion reactor that fuses matter at room temperature, creating huge amounts of energy without emitting large amounts of heat.
Pic Num               := 367
Tonnage Space Taken   := 10
Tonnage Structure     := 30
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 24015
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Stores 3000 units of supplies.
Ability 1 Val 1       := 3000
Ability 1 Val 2       := 0
Ability 2 Type        := Solar Supply Generation
Ability 2 Descr       := Generates 80 supplies for each star in a system per turn.
Ability 2 Val 1       := 80
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Ionization Reactor II
Description           := Cold-ionization fusion reactor that fuses matter at room temperature, creating huge amounts of energy without emitting large amounts of heat.
Pic Num               := 367
Tonnage Space Taken   := 10
Tonnage Structure     := 24
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 24015
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Stores 3500 units of supplies.
Ability 1 Val 1       := 3500
Ability 1 Val 2       := 0
Ability 2 Type        := Solar Supply Generation
Ability 2 Descr       := Generates 100 supplies for each star in a system per turn.
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Ionization Reactor III
Description           := Cold-ionization fusion reactor that fuses matter at room temperature, creating huge amounts of energy without emitting large amounts of heat.
Pic Num               := 367
Tonnage Space Taken   := 10
Tonnage Structure     := 19
Cost Minerals         := 320
Cost Organics         := 0
Cost Radioactives     := 320
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 24015
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 5
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Stores 4000 units of supplies.
Ability 1 Val 1       := 4000
Ability 1 Val 2       := 0
Ability 2 Type        := Solar Supply Generation
Ability 2 Descr       := Generates 120 supplies for each star in a system per turn.
Ability 2 Val 1       := 120
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Solar Ionization Reactor I
Description           := Cold-ionization fusion reactor that fuses matter at room temperature, creating huge amounts of energy without emitting large amounts of heat.
Pic Num               := 367
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 50
Vehicle Type          := Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 24015
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Stores 300 units of supplies.
Ability 1 Val 1       := 300
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Ionization Reactor II
Description           := Cold-ionization fusion reactor that fuses matter at room temperature, creating huge amounts of energy without emitting large amounts of heat.
Pic Num               := 367
Tonnage Space Taken   := 5
Tonnage Structure     := 6
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 24015
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Stores 350 units of supplies.
Ability 1 Val 1       := 350
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Solar Ionization Reactor III
Description           := Cold-ionization fusion reactor that fuses matter at room temperature, creating huge amounts of energy without emitting large amounts of heat.
Pic Num               := 367
Tonnage Space Taken   := 5
Tonnage Structure     := 7
Cost Minerals         := 32
Cost Organics         := 0
Cost Radioactives     := 32
Vehicle Type          := Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 24015
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Stores 400 units of supplies.
Ability 1 Val 1       := 400
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Huge Solar Ionization Reactor I
Description           := Huge Cold-ionization fusion reactor that fuses matter at room temperature, creating huge amounts of energy without emitting large amounts of heat.
Pic Num               := 367
Tonnage Space Taken   := 500
Tonnage Structure     := 1500
Cost Minerals         := 25000
Cost Organics         := 0
Cost Radioactives     := 25000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 24016
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Resupply
Tech Level Req 1      := 3
Tech Area Req 2       := Large Scale Construction
Tech Level Req 2      := 2
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Stores 225000 units of supplies.
Ability 1 Val 1       := 225000
Ability 1 Val 2       := 0
Ability 2 Type        := Solar Supply Generation
Ability 2 Descr       := Generates 6000 supplies for each star in a system per turn.
Ability 2 Val 1       := 6000
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Huge Solar Ionization Reactor II
Description           := Huge Cold-ionization fusion reactor that fuses matter at room temperature, creating huge amounts of energy without emitting large amounts of heat.
Pic Num               := 367
Tonnage Space Taken   := 500
Tonnage Structure     := 1200
Cost Minerals         := 20000
Cost Organics         := 0
Cost Radioactives     := 20000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 24016
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Resupply
Tech Level Req 1      := 4
Tech Area Req 2       := Large Scale Construction
Tech Level Req 2      := 3
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Stores 262500 units of supplies.
Ability 1 Val 1       := 262500
Ability 1 Val 2       := 0
Ability 2 Type        := Solar Supply Generation
Ability 2 Descr       := Generates 7500 supplies for each star in a system per turn.
Ability 2 Val 1       := 7500
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Huge Solar Ionization Reactor III
Description           := Huge Cold-ionization fusion reactor that fuses matter at room temperature, creating huge amounts of energy without emitting large amounts of heat.
Pic Num               := 367
Tonnage Space Taken   := 500
Tonnage Structure     := 950
Cost Minerals         := 16000
Cost Organics         := 0
Cost Radioactives     := 16000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 24016
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Resupply
Tech Level Req 1      := 5
Tech Area Req 2       := Large Scale Construction
Tech Level Req 2      := 4
Number of Abilities   := 2
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Stores 300000 units of supplies.
Ability 1 Val 1       := 300000
Ability 1 Val 2       := 0
Ability 2 Type        := Solar Supply Generation
Ability 2 Descr       := Generates 9000 supplies for each star in a system per turn.
Ability 2 Val 1       := 9000
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Cryogenic Cells I
Description           := Tibanna gas frozen in carbonite used to store high amounts of energy.
Pic Num               := 117
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 24017
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 20 units of supply.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Cryogenic Cells II
Description           := Tibanna gas frozen in carbonite used to store high amounts of energy.
Pic Num               := 117
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 24017
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 40 units of supply.
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Cryogenic Cells III
Description           := Tibanna gas frozen in carbonite used to store high amounts of energy.
Pic Num               := 117
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 24017
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 60 units of supply.
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Cryogenic Cells IV
Description           := Tibanna gas frozen in carbonite used to store high amounts of energy.
Pic Num               := 117
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 24017
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 80 units of supply.
Ability 1 Val 1       := 80
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Cryogenic Cells V
Description           := Tibanna gas frozen in carbonite used to store high amounts of energy.
Pic Num               := 117
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Supply
Family                := 24017
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Resupply
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Supply Storage
Ability 1 Descr       := Provides storage for 100 units of supply.
Ability 1 Val 1       := 100
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Targeting Computer I
Description           := Device used to aid in targeting shipboard weapons.
Pic Num               := 381
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 24018
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computers
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 30% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Targeting Computer II
Description           := Device used to aid in targeting shipboard weapons.
Pic Num               := 381
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 24018
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computers
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 40% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Targeting Computer III
Description           := Device used to aid in targeting shipboard weapons.
Pic Num               := 381
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 24018
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computers
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 50% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Targeting Computer I
Description           := Device used to aid in targeting fighter weapons.
Pic Num               := 381
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 24019
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computers
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 10% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Multiplex Tracking
Ability 2 Descr       := Allows tracking of 5 targets in combat (only 1 component per ship effective).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Targeting Computer II
Description           := Device used to aid in targeting fighter weapons.
Pic Num               := 381
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 24019
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computers
Tech Level Req 1      := 3
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 20% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Multiplex Tracking
Ability 2 Descr       := Allows tracking of 7 targets in combat (only 1 component per ship effective).
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Small Targeting Computer III
Description           := Device used to aid in targeting fighter weapons.
Pic Num               := 381
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 24019
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Computers
Tech Level Req 1      := 4
Number of Abilities   := 2
Ability 1 Type        := Combat To Hit Offense Plus
Ability 1 Descr       := Gives a 30% attack bonus in combat (only 1 component per ship effective).
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Multiplex Tracking
Ability 2 Descr       := Allows tracking of 10 targets in combat (only 1 component per ship effective).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Jamming Sensor I
Description           := Strong ECM device used to fill nearby space with static and random signals, blinding combat sensors. It's protection is extended to all ships in the sector, however it also works against yourself.
Pic Num               := 222
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := One Per Vehicle
General Group         := Sensor Countermeasures
Family                := 24020
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 1
Tech Area Req 2       := Sensors
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Sector - Sensor Interference
Ability 1 Descr       := Makes targeting 2% harder in the whole sector. Be careful when using many jamming sensors in the same sector since their effect stacks.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Jamming ship gets 10% harder to hit.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Scanner Jammer
Ability 3 Descr       := Prevents use of Long Range scanners on this ship.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Jamming Sensor II
Description           := Strong ECM device used to fill nearby space with static and random signals, blinding combat sensors. It's protection is extended to all ships in the sector, however it also works against yourself.
Pic Num               := 222
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := One Per Vehicle
General Group         := Sensor Countermeasures
Family                := 24020
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 2
Tech Area Req 2       := Sensors
Tech Level Req 2      := 2
Number of Abilities   := 3
Ability 1 Type        := Sector - Sensor Interference
Ability 1 Descr       := Makes targeting 3% harder in the whole  sector. Be careful when using many jamming sensors in the same sector since their effect stacks.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Jamming ship gets 10% harder to hit.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Scanner Jammer
Ability 3 Descr       := Prevents use of Long Range scanners on this ship.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Jamming Sensor III
Description           := Strong ECM device used to fill nearby space with static and random signals, blinding combat sensors. It's protection is extended to all ships in the sector, however it also works against yourself.
Pic Num               := 222
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := One Per Vehicle
General Group         := Sensor Countermeasures
Family                := 24020
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 2
Tech Area Req 2       := Sensors
Tech Level Req 2      := 3
Number of Abilities   := 3
Ability 1 Type        := Sector - Sensor Interference
Ability 1 Descr       := Makes targeting 5% harder in the whole sector. Be careful when using many jamming sensors in the same sector since their effect stacks.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Jamming ship gets 10% harder to hit.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Scanner Jammer
Ability 3 Descr       := Prevents use of Long Range scanners on this ship.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Jamming Sensor IV
Description           := Strong ECM device used to fill nearby space with static and random signals, blinding combat sensors. It's protection is extended to all ships in the sector, however it also works against yourself.
Pic Num               := 222
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := One Per Vehicle
General Group         := Sensor Countermeasures
Family                := 24020
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 3
Tech Area Req 2       := Sensors
Tech Level Req 2      := 4
Number of Abilities   := 3
Ability 1 Type        := Sector - Sensor Interference
Ability 1 Descr       := Makes targeting 10% harder in the whole sector. Be careful when using many jamming sensors in the same sector since their effect stacks.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Jamming ship gets 10% harder to hit.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Scanner Jammer
Ability 3 Descr       := Prevents use of Long Range scanners on this ship.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Jamming Sensor V
Description           := Strong ECM device used to fill nearby space with static and random signals, blinding combat sensors. It's protection is extended to all ships in the sector, however it also works against yourself.
Pic Num               := 222
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := One Per Vehicle
General Group         := Sensor Countermeasures
Family                := 24020
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 3
Tech Area Req 2       := Sensors
Tech Level Req 2      := 5
Number of Abilities   := 3
Ability 1 Type        := Sector - Sensor Interference
Ability 1 Descr       := Makes targeting 15% harder in the whole sector. Be careful when using many jamming sensors in the same sector since their effect stacks.
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Jamming ship gets 10% harder to hit.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Scanner Jammer
Ability 3 Descr       := Prevents use of Long Range scanners on this ship.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Jamming Sensor VI
Description           := Strong ECM device used to fill nearby space with static and random signals, blinding combat sensors. It's protection is extended to all ships in the sector, however it also works against yourself.
Pic Num               := 222
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base
Supply Amount Used    := 1
Restrictions          := One Per Vehicle
General Group         := Sensor Countermeasures
Family                := 24020
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Combat Support
Tech Level Req 1      := 4
Tech Area Req 2       := Sensors
Tech Level Req 2      := 6
Number of Abilities   := 3
Ability 1 Type        := Sector - Sensor Interference
Ability 1 Descr       := Makes targeting 20% harder in the whole sector. Be careful when using many jamming sensors in the same sector since their effect stacks.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Defense Plus
Ability 2 Descr       := Jamming ship gets 10% harder to hit.
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Scanner Jammer
Ability 3 Descr       := Prevents use of Long Range scanners on this ship.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Dedicated Energy Receptors
Description           := Sensors that detect any electromagnetic emissions within range. That inculdes Nav Becons, Commlinks, lasers, transmissions, etc.
Pic Num               := 39
Tonnage Space Taken   := 80
Tonnage Structure     := 80
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 24021
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 2.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Small Dedicated Energy Receptors
Description           := Sensors that detect any electromagnetic emissions within range. That inculdes Nav Becons, Commlinks, lasers, transmissions, etc.
Pic Num               := 39
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 24021
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Sensors
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 2.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 2
Weapon Type           := None

Name                  := Small Full-Spectrum Transeiver
Description           := Universal Sensors that use a variety of scanners and sensors to detect and analyze hidden ships in a system. The receptor dish size determines their effectiveness.
Pic Num               := 380
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 24022
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 3
Tech Area Req 2       := Scanners
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 2.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 2
Ability 2 Type        := Sensor Level
Ability 2 Descr       := Allows EM Active scanning at level 2.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 2
Ability 3 Type        := Long Range Scanner
Ability 3 Descr       := Allows scanning of targets 1 sector away.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Ability 4 Type        := Armor
Ability 4 Descr       := Exterior sensor dish cannot be protected by armor.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Medium Full-Spectrum Transeiver II
Description           := Universal Sensors that use a variety of scanners and sensors to detect and analyze hidden ships in a system. The receptor dish size determines their effectiveness.
Pic Num               := 380
Tonnage Space Taken   := 50
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 24022
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 4
Tech Area Req 2       := Scanners
Tech Level Req 2      := 2
Number of Abilities   := 4
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 3.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 3
Ability 2 Type        := Sensor Level
Ability 2 Descr       := Allows EM Active scanning at level 3.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 3
Ability 3 Type        := Long Range Scanner
Ability 3 Descr       := Allows scanning of targets 3 sectors away.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 0
Ability 4 Type        := Armor
Ability 4 Descr       := Exterior sensor dish cannot be protected by armor.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Large Full-Spectrum Transeiver III
Description           := Universal Sensors that use a variety of scanners and sensors to detect and analyze hidden ships in a system. The receptor dish size determines their effectiveness.
Pic Num               := 380
Tonnage Space Taken   := 60
Tonnage Structure     := 40
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensors
Family                := 24022
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Sensors
Tech Level Req 1      := 5
Tech Area Req 2       := Scanners
Tech Level Req 2      := 3
Number of Abilities   := 4
Ability 1 Type        := Sensor Level
Ability 1 Descr       := Allows EM Passive scanning at level 4.
Ability 1 Val 1       := EM Passive
Ability 1 Val 2       := 4
Ability 2 Type        := Sensor Level
Ability 2 Descr       := Allows EM Active scanning at level 4.
Ability 2 Val 1       := EM Active
Ability 2 Val 2       := 4
Ability 3 Type        := Long Range Scanner
Ability 3 Descr       := Allows scanning of targets 5 sectors away.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Ability 4 Type        := Armor
Ability 4 Descr       := Exterior sensor dish cannot be protected by armor.
Ability 4 Val 1       := 0
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Mark I Proton Torpedo
Description           := Weapon that uses a proton-scattering consisted of a fuel cell and a nucleonic igniter. When the torpedo strikes its target, the igniter smashes the atoms in the fuel cell, creating an enormous energy surge which destroys the target.
Pic Num               := 354
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 24023
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 60 60 60 60 60 60 60 60 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := TORPEDOFIRE.WAV
Weapon Family         := 2400
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 50

Name                  := Mark II Proton Torpedo
Description           := Weapon that uses a proton-scattering consisted of a fuel cell and a nucleonic igniter. When the torpedo strikes its target, the igniter smashes the atoms in the fuel cell, creating an enormous energy surge which destroys the target.
Pic Num               := 354
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 450
Cost Organics         := 0
Cost Radioactives     := 95
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 15
Restrictions          := None
General Group         := Weapons
Family                := 24023
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 70 70 70 70 70 70 70 70 70 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := TORPEDOFIRE.WAV
Weapon Family         := 2400
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 50

Name                  := Mark III Proton Torpedo
Description           := Weapon that uses a proton-scattering consisted of a fuel cell and a nucleonic igniter. When the torpedo strikes its target, the igniter smashes the atoms in the fuel cell, creating an enormous energy surge which destroys the target.
Pic Num               := 354
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 110
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 24023
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 80 80 80 80 80 80 80 80 80 80 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := TORPEDOFIRE.WAV
Weapon Family         := 2400
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 50

Name                  := Mark IV Proton Torpedo
Description           := Weapon that uses a proton-scattering consisted of a fuel cell and a nucleonic igniter. When the torpedo strikes its target, the igniter smashes the atoms in the fuel cell, creating an enormous energy surge which destroys the target.
Pic Num               := 354
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 125
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 24023
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 90 90 90 90 90 90 90 90 90 90 90 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := TORPEDOFIRE.WAV
Weapon Family         := 2400
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 50

Name                  := Mark V Proton Torpedo
Description           := Weapon that uses a proton-scattering consisted of a fuel cell and a nucleonic igniter. When the torpedo strikes its target, the igniter smashes the atoms in the fuel cell, creating an enormous energy surge which destroys the target.
Pic Num               := 354
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 140
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 24023
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 100 100 100 100 100 100 100 100 100 100 100 100 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := TORPEDOFIRE.WAV
Weapon Family         := 2400
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 50

Name                  := Mark VI Proton Torpedo
Description           := Weapon that uses a proton-scattering consisted of a fuel cell and a nucleonic igniter. When the torpedo strikes its target, the igniter smashes the atoms in the fuel cell, creating an enormous energy surge which destroys the target.
Pic Num               := 354
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 650
Cost Organics         := 0
Cost Radioactives     := 155
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 24023
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 110 110 110 110 110 110 110 110 110 110 110 110 110 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := TORPEDOFIRE.WAV
Weapon Family         := 2400
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 50

Name                  := Mark VII Proton Torpedo
Description           := Weapon that uses a proton-scattering consisted of a fuel cell and a nucleonic igniter. When the torpedo strikes its target, the igniter smashes the atoms in the fuel cell, creating an enormous energy surge which destroys the target.
Pic Num               := 354
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 700
Cost Organics         := 0
Cost Radioactives     := 170
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 24023
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 120 120 120 120 120 120 120 120 120 120 120 120 120 120 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := TORPEDOFIRE.WAV
Weapon Family         := 2400
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 50

Name                  := Mark VIII Proton Torpedo
Description           := Weapon that uses a proton-scattering consisted of a fuel cell and a nucleonic igniter. When the torpedo strikes its target, the igniter smashes the atoms in the fuel cell, creating an enormous energy surge which destroys the target.
Pic Num               := 354
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 750
Cost Organics         := 0
Cost Radioactives     := 185
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 24023
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 130 130 130 130 130 130 130 130 130 130 130 130 130 130 130 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := TORPEDOFIRE.WAV
Weapon Family         := 2400
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 50

Name                  := Mark IX Proton Torpedo
Description           := Weapon that uses a proton-scattering consisted of a fuel cell and a nucleonic igniter. When the torpedo strikes its target, the igniter smashes the atoms in the fuel cell, creating an enormous energy surge which destroys the target.
Pic Num               := 354
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 24023
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 140 140 140 140 140 140 140 140 140 140 140 140 140 140 140 140 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := TORPEDOFIRE.WAV
Weapon Family         := 2400
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 50

Name                  := Mark X Proton Torpedo
Description           := Weapon that uses a proton-scattering consisted of a fuel cell and a nucleonic igniter. When the torpedo strikes its target, the igniter smashes the atoms in the fuel cell, creating an enormous energy surge which destroys the target.
Pic Num               := 354
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 850
Cost Organics         := 0
Cost Radioactives     := 215
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 20
Restrictions          := None
General Group         := Weapons
Family                := 24023
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 150 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := TORPEDOFIRE.WAV
Weapon Family         := 2400
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 50

Name                  := Mark I Concussion Missile
Description           := Seeker with an armor-piercing tip mounted on a compact energy pack. Upon striking a target, an atom smasher is activated near the energy pack, imploding the atoms and generating a huge amount of energy.
Pic Num               := 353
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 24024
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 35 35 35 35 35 35 35 35 35 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := MISSILEFIRE.WAV
Weapon Family         := 2401
Weapon Seeker Speed   := 8
Weapon Seeker Dmg Res := 30

Name                  := Mark II Concussion Missile
Description           := Seeker with an armor-piercing tip mounted on a compact energy pack. Upon striking a target, an atom smasher is activated near the energy pack, imploding the atoms and generating a huge amount of energy.
Pic Num               := 353
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 24024
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 45 45 45 45 45 45 45 45 45 45 45 0 0 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := MISSILEFIRE.WAV
Weapon Family         := 2401
Weapon Seeker Speed   := 8
Weapon Seeker Dmg Res := 30

Name                  := Mark III Concussion Missile
Description           := Seeker with an armor-piercing tip mounted on a compact energy pack. Upon striking a target, an atom smasher is activated near the energy pack, imploding the atoms and generating a huge amount of energy.
Pic Num               := 353
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 24024
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 60 60 60 60 60 60 60 60 60 60 60 60 60 0 0 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := MISSILEFIRE.WAV
Weapon Family         := 2401
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 30

Name                  := Mark IV Concussion Missile
Description           := Seeker with an armor-piercing tip mounted on a compact energy pack. Upon striking a target, an atom smasher is activated near the energy pack, imploding the atoms and generating a huge amount of energy.
Pic Num               := 353
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 120
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 24024
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 75 75 75 75 75 75 75 75 75 75 75 75 75 75 75 75 0 0 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := MISSILEFIRE.WAV
Weapon Family         := 2401
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 30

Name                  := Mark V Concussion Missile
Description           := Seeker with an armor-piercing tip mounted on a compact energy pack. Upon striking a target, an atom smasher is activated near the energy pack, imploding the atoms and generating a huge amount of energy.
Pic Num               := 353
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 800
Cost Organics         := 0
Cost Radioactives     := 160
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 24024
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 90 0 0
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := MISSILEFIRE.WAV
Weapon Family         := 2401
Weapon Seeker Speed   := 10
Weapon Seeker Dmg Res := 30

Name                  := Mark VI Concussion Missile
Description           := Seeker with an armor-piercing tip mounted on a compact energy pack. Upon striking a target, an atom smasher is activated near the energy pack, imploding the atoms and generating a huge amount of energy.
Pic Num               := 353
Tonnage Space Taken   := 50
Tonnage Structure     := 50
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 10
Restrictions          := None
General Group         := Weapons
Family                := 24024
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 105 105 105 105 105 105 105 105 105 105 105 105 105 105 105 105 105 105 105 105
Weapon Damage Type    := Skips Armor
Weapon Reload Rate    := 3
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := MISSILEFIRE.WAV
Weapon Family         := 2401
Weapon Seeker Speed   := 10
Weapon Seeker Dmg Res := 30

Name                  := Devastator Torpedo I
Description           := Strong torpedo that creates a blast radius of about 5 kilometers. Everything within the blast is obliterated.
Pic Num               := 356
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1200
Cost Organics         := 0
Cost Radioactives     := 240
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 30
Restrictions          := None
General Group         := Weapons
Family                := 24025
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Missile Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 330 315 300 285 270 255 240 225 210 195 180 165 150 135 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 9
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ROCKETFIRE.WAV
Weapon Family         := 2402
Weapon Seeker Speed   := 4
Weapon Seeker Dmg Res := 200

Name                  := Devastator Torpedo II
Description           := Strong torpedo that creates a blast radius of about 5 kilometers. Everything within the blast is obliterated.
Pic Num               := 356
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1600
Cost Organics         := 0
Cost Radioactives     := 320
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 30
Restrictions          := None
General Group         := Weapons
Family                := 24025
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 9
Tech Area Req 2       := Missile Weapons
Tech Level Req 2      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 390 375 360 345 330 315 300 285 270 255 240 225 210 195 180 150 120 90 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 9
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ROCKETFIRE.WAV
Weapon Family         := 2402
Weapon Seeker Speed   := 4
Weapon Seeker Dmg Res := 200

Name                  := Devastator Torpedo III
Description           := Strong torpedo that creates a blast radius of about 5 kilometers. Everything within the blast is obliterated.
Pic Num               := 356
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 400
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 30
Restrictions          := None
General Group         := Weapons
Family                := 24025
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 10
Tech Area Req 2       := Missile Weapons
Tech Level Req 2      := 7
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 450 435 420 405 390 375 360 345 330 315 300 285 270 255 240 210 180 150 120 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 9
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ROCKETFIRE.WAV
Weapon Family         := 2402
Weapon Seeker Speed   := 4
Weapon Seeker Dmg Res := 200

Name                  := Flame Carpet Warhead I
Description           := Weapon filled with a wickedly-flammable, thick and adhesive liquid, that is scattered across several square kilometers when the warhead explodes. When ignited, it burns anything and everything it comes in contact with.
Pic Num               := 358
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 97
Cost Organics         := 46
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 24026
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Planetary Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 200 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := BOMBFIRE.WAV
Weapon Family         := 13

Name                  := Flame Carpet Warhead II
Description           := Weapon filled with a wickedly-flammable, thick and adhesive liquid, that is scattered across several square kilometers when the warhead explodes. When ignited, it burns anything and everything it comes in contact with.
Pic Num               := 358
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 108
Cost Organics         := 52
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 24026
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Planetary Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 230 230 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := BOMBFIRE.WAV
Weapon Family         := 13

Name                  := Flame Carpet Warhead III
Description           := Weapon filled with a wickedly-flammable, thick and adhesive liquid, that is scattered across several square kilometers when the warhead explodes. When ignited, it burns anything and everything it comes in contact with.
Pic Num               := 358
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 120
Cost Organics         := 57
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 24026
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Planetary Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 265 265 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := BOMBFIRE.WAV
Weapon Family         := 13

Name                  := Flame Carpet Warhead IV
Description           := Weapon filled with a wickedly-flammable, thick and adhesive liquid, that is scattered across several square kilometers when the warhead explodes. When ignited, it burns anything and everything it comes in contact with.
Pic Num               := 358
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 133
Cost Organics         := 64
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 24026
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Planetary Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 304 304 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := BOMBFIRE.WAV
Weapon Family         := 13

Name                  := Flame Carpet Warhead V
Description           := Weapon filled with a wickedly-flammable, thick and adhesive liquid, that is scattered across several square kilometers when the warhead explodes. When ignited, it burns anything and everything it comes in contact with.
Pic Num               := 358
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 148
Cost Organics         := 71
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 24026
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Planetary Weapons
Tech Level Req 2      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 350 350 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := BOMBFIRE.WAV
Weapon Family         := 13

Name                  := Flame Carpet Warhead VI
Description           := Weapon filled with a wickedly-flammable, thick and adhesive liquid, that is scattered across several square kilometers when the warhead explodes. When ignited, it burns anything and everything it comes in contact with.
Pic Num               := 358
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 164
Cost Organics         := 79
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 24026
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Planetary Weapons
Tech Level Req 2      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 402 402 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := BOMBFIRE.WAV
Weapon Family         := 13

Name                  := Flame Carpet Warhead VII
Description           := Weapon filled with a wickedly-flammable, thick and adhesive liquid, that is scattered across several square kilometers when the warhead explodes. When ignited, it burns anything and everything it comes in contact with.
Pic Num               := 358
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 182
Cost Organics         := 87
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 24026
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Planetary Weapons
Tech Level Req 2      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 463 463 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := BOMBFIRE.WAV
Weapon Family         := 13

Name                  := Flame Carpet Warhead VIII
Description           := Weapon filled with a wickedly-flammable, thick and adhesive liquid, that is scattered across several square kilometers when the warhead explodes. When ignited, it burns anything and everything it comes in contact with.
Pic Num               := 358
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 203
Cost Organics         := 97
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 24026
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Planetary Weapons
Tech Level Req 2      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 532 532 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := BOMBFIRE.WAV
Weapon Family         := 13

Name                  := Flame Carpet Warhead IX
Description           := Weapon filled with a wickedly-flammable, thick and adhesive liquid, that is scattered across several square kilometers when the warhead explodes. When ignited, it burns anything and everything it comes in contact with.
Pic Num               := 358
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 225
Cost Organics         := 108
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 24026
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Planetary Weapons
Tech Level Req 2      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 612 612 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := BOMBFIRE.WAV
Weapon Family         := 13

Name                  := Flame Carpet Warhead X
Description           := Weapon filled with a wickedly-flammable, thick and adhesive liquid, that is scattered across several square kilometers when the warhead explodes. When ignited, it burns anything and everything it comes in contact with.
Pic Num               := 358
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 120
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 24026
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Planetary Weapons
Tech Level Req 2      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 704 704 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 4
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := BOMBFIRE.WAV
Weapon Family         := 13

Name                  := Chemical Missile I
Description           := Short range missile with a chemical warhead.
Pic Num               := 440
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 100
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 8
Restrictions          := None
General Group         := Weapons
Family                := 27122
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Biological/Chemical Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Planets
Weapon Damage At Rng  := 10 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 4
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := BOMBFIRE.WAV
Weapon Family         := 2447
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 20

Name                  := Chemical Missile II
Description           := Short range missile with a chemical warhead.
Pic Num               := 440
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 350
Cost Organics         := 150
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 8
Restrictions          := None
General Group         := Weapons
Family                := 27122
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Biological/Chemical Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Planets
Weapon Damage At Rng  := 10 10 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 4
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := BOMBFIRE.WAV
Weapon Family         := 2447
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 20

Name                  := Chemical Missile III
Description           := Short range missile with a chemical warhead.
Pic Num               := 440
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 8
Restrictions          := None
General Group         := Weapons
Family                := 27122
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Biological/Chemical Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 4
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := BOMBFIRE.WAV
Weapon Family         := 2447
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 20

Name                  := Chemical Missile IV
Description           := Short range missile with a chemical warhead.
Pic Num               := 440
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 450
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 8
Restrictions          := None
General Group         := Weapons
Family                := 27122
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Biological/Chemical Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Planets
Weapon Damage At Rng  := 15 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 4
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := BOMBFIRE.WAV
Weapon Family         := 2447
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 20

Name                  := Chemical Missile V
Description           := Short range missile with a chemical warhead.
Pic Num               := 440
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 300
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 8
Restrictions          := None
General Group         := Weapons
Family                := 27122
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Biological/Chemical Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Planets
Weapon Damage At Rng  := 20 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Only Planet Population
Weapon Reload Rate    := 4
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := BOMBFIRE.WAV
Weapon Family         := 2447
Weapon Seeker Speed   := 7
Weapon Seeker Dmg Res := 20

Name                  := Biological Missile I
Description           := Short range missile with a biological warhead.
Pic Num               := 441
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 100
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 8
Restrictions          := None
General Group         := Weapons
Family                := 27123
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Biological/Chemical Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Planets
Weapon Damage At Rng  := 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 1
Weapon Reload Rate    := 4
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := BOMBFIRE.WAV
Weapon Family         := 2447
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 20

Name                  := Biological Missile II
Description           := Short range missile with a biological warhead.
Pic Num               := 441
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 350
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 8
Restrictions          := None
General Group         := Weapons
Family                := 27123
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Biological/Chemical Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Planets
Weapon Damage At Rng  := 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 2
Weapon Reload Rate    := 4
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := BOMBFIRE.WAV
Weapon Family         := 2447
Weapon Seeker Speed   := 5
Weapon Seeker Dmg Res := 20

Name                  := Biological Missile III
Description           := Short range missile with a biological warhead.
Pic Num               := 441
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 300
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 8
Restrictions          := None
General Group         := Weapons
Family                := 27123
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Biological/Chemical Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Planets
Weapon Damage At Rng  := 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 3
Weapon Reload Rate    := 4
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := BOMBFIRE.WAV
Weapon Family         := 2447
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 20

Name                  := Biological Missile IV
Description           := Short range missile with a biological warhead.
Pic Num               := 441
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 450
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 8
Restrictions          := None
General Group         := Weapons
Family                := 27123
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Biological/Chemical Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Planets
Weapon Damage At Rng  := 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 4
Weapon Reload Rate    := 4
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := BOMBFIRE.WAV
Weapon Family         := 2447
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 20

Name                  := Biological Missile V
Description           := Short range missile with a biological warhead.
Pic Num               := 441
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 500
Cost Organics         := 500
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 8
Restrictions          := None
General Group         := Weapons
Family                := 27123
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Biological/Chemical Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Planets
Weapon Damage At Rng  := 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Plague Level 4
Weapon Reload Rate    := 4
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := BOMBFIRE.WAV
Weapon Family         := 2447
Weapon Seeker Speed   := 7
Weapon Seeker Dmg Res := 20

Name                  := CMP Concussion Missile I
Description           := Unlike a standard concussion missile this smaller version is intended to be used against star-fighters. It features a high-yield warhead instead of the armor-piercing type found on most standard concussion missiles.
Pic Num               := 352
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 16
Cost Organics         := 0
Cost Radioactives     := 3
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24027
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 5 5 5 5 5 5 5 5 5 5 5 5 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 10
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := MISSILEFIRE.WAV
Weapon Family         := 2444
Weapon Seeker Speed   := 8
Weapon Seeker Dmg Res := 5

Name                  := CMP Concussion Missile II
Description           := Unlike a standard concussion missile this smaller version is intended to be used against star-fighters. It features a high-yield warhead instead of the armor-piercing type found on most standard concussion missiles.
Pic Num               := 352
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 22
Cost Organics         := 0
Cost Radioactives     := 4
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24027
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 10 10 10 10 10 10 10 10 10 10 10 10 10 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 10
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := MISSILEFIRE.WAV
Weapon Family         := 2444
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 5

Name                  := CMP Concussion Missile III
Description           := Unlike a standard concussion missile this smaller version is intended to be used against star-fighters. It features a high-yield warhead instead of the armor-piercing type found on most standard concussion missiles.
Pic Num               := 352
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 24
Cost Organics         := 0
Cost Radioactives     := 6
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24027
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 15 15 15 15 15 15 15 15 15 15 15 15 15 15 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 10
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := MISSILEFIRE.WAV
Weapon Family         := 2444
Weapon Seeker Speed   := 9
Weapon Seeker Dmg Res := 5

Name                  := CMP Concussion Missile IV
Description           := Unlike a standard concussion missile this smaller version is intended to be used against star-fighters. It features a high-yield warhead instead of the armor-piercing type found on most standard concussion missiles.
Pic Num               := 352
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 28
Cost Organics         := 0
Cost Radioactives     := 7
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24027
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 27 27 27 27 27 27 27 27 27 27 27 27 27 27 27 27 27 27 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 10
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := MISSILEFIRE.WAV
Weapon Family         := 2444
Weapon Seeker Speed   := 10
Weapon Seeker Dmg Res := 5

Name                  := CMP Concussion Missile V
Description           := Unlike a standard concussion missile this smaller version is intended to be used against star-fighters. It features a high-yield warhead instead of the armor-piercing type found on most standard concussion missiles.
Pic Num               := 352
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 32
Cost Organics         := 0
Cost Radioactives     := 8
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24027
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33 33
Weapon Damage Type    := Normal
Weapon Reload Rate    := 10
Weapon Display Type   := Seeker
Weapon Display        := 1
Weapon Modifier       := 0
Weapon Sound          := MISSILEFIRE.WAV
Weapon Family         := 2444
Weapon Seeker Speed   := 10
Weapon Seeker Dmg Res := 5

Name                  := Proton Torpedo I
Description           := Heavy duty, long range missile with thermonuclear warhead.
Pic Num               := 355
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 8
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24028
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 32 32 32 32 32 32 32 32 32 32 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 10
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := TORPEDOFIRE.WAV
Weapon Family         := 2445
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 5

Name                  := Proton Torpedo II
Description           := Heavy duty, long range missile with thermonuclear warhead.
Pic Num               := 355
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 16
Cost Organics         := 0
Cost Radioactives     := 3
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24028
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 40 40 40 40 40 40 40 40 40 40 40 40 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 10
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := TORPEDOFIRE.WAV
Weapon Family         := 2445
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 5

Name                  := Proton Torpedo III
Description           := Heavy duty, long range missile with thermonuclear warhead.
Pic Num               := 355
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 24
Cost Organics         := 0
Cost Radioactives     := 5
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24028
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 48 48 48 48 48 48 48 48 48 48 48 48 48 48 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 10
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := TORPEDOFIRE.WAV
Weapon Family         := 2445
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 5

Name                  := Proton Torpedo IV
Description           := Heavy duty, long range missile with thermonuclear warhead.
Pic Num               := 355
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 32
Cost Organics         := 0
Cost Radioactives     := 6
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24028
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 56 56 56 56 56 56 56 56 56 56 56 56 56 56 56 56 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 10
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := TORPEDOFIRE.WAV
Weapon Family         := 2445
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 5

Name                  := Proton Torpedo V
Description           := Heavy duty, long range missile with thermonuclear warhead.
Pic Num               := 355
Tonnage Space Taken   := 2
Tonnage Structure     := 2
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 8
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24028
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Torpedo Weapons
Tech Level Req 1      := 9
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships
Weapon Damage At Rng  := 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 64 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 10
Weapon Display Type   := Seeker
Weapon Display        := 2
Weapon Modifier       := 0
Weapon Sound          := TORPEDOFIRE.WAV
Weapon Family         := 2445
Weapon Seeker Speed   := 6
Weapon Seeker Dmg Res := 5

Name                  := Heavy Rocket I
Description           := Short range heavy missile with a large sized thermonuclear warhead.
Pic Num               := 357
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 16
Cost Organics         := 0
Cost Radioactives     := 3
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24029
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 240 216 192 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 30
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ROCKETFIRE.WAV
Weapon Family         := 2446
Weapon Seeker Speed   := 4
Weapon Seeker Dmg Res := 15

Name                  := Heavy Rocket II
Description           := Short range heavy missile with a large sized thermonuclear warhead.
Pic Num               := 357
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24029
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 360 324 288 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 30
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ROCKETFIRE.WAV
Weapon Family         := 2446
Weapon Seeker Speed   := 4
Weapon Seeker Dmg Res := 15

Name                  := Heavy Rocket III
Description           := Short range heavy missile with a large sized thermonuclear warhead.
Pic Num               := 357
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24029
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 480 432 384 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 30
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := ROCKETFIRE.WAV
Weapon Family         := 2446
Weapon Seeker Speed   := 4
Weapon Seeker Dmg Res := 20

Name                  := Heavy Bomb I
Description           := Short range massive missile with a gigantic thermonuclear warhead.
Pic Num               := 358
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 70
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24030
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Planets
Weapon Damage At Rng  := 800 640 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 30
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := BOMBFIRE.WAV
Weapon Family         := 2447
Weapon Seeker Speed   := 3
Weapon Seeker Dmg Res := 20

Name                  := Heavy Bomb II
Description           := Short range massive missile with a gigantic thermonuclear warhead.
Pic Num               := 358
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 80
Vehicle Type          := Fighter
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24030
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Missile Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Seeking
Weapon Target         := Planets
Weapon Damage At Rng  := 960 768 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 30
Weapon Display Type   := Seeker
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := BOMBFIRE.WAV
Weapon Family         := 2447
Weapon Seeker Speed   := 3
Weapon Seeker Dmg Res := 25

Name                  := Tractor Beam Projector I
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 359
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 24031
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1 1 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 0
Weapon Sound          := TRACTORGROAN2.WAV
Weapon Family         := 19

Name                  := Tractor Beam Projector II
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 359
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 24031
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 0
Weapon Sound          := TRACTORGROAN2.WAV
Weapon Family         := 19

Name                  := Tractor Beam Projector III
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 359
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 24031
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 0
Weapon Sound          := TRACTORGROAN2.WAV
Weapon Family         := 19

Name                  := Tractor Beam Projector IV
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 359
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 24031
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 2 2 2 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 0
Weapon Sound          := TRACTORGROAN2.WAV
Weapon Family         := 19

Name                  := Tractor Beam Projector V
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 359
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 24031
Roman Numeral         := 12
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 2 2 2 2 2 2 2 2 2 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 0
Weapon Sound          := TRACTORGROAN2.WAV
Weapon Family         := 19

Name                  := Tractor Beam Projector VI
Description           := Gravitational beam which pulls enemy ships towards your ship.
Pic Num               := 359
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 24031
Roman Numeral         := 15
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tractor\Repulser Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets
Weapon Damage At Rng  := 2 2 2 2 2 2 2 2 2 2 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Pulls Target
Weapon Reload Rate    := 1
Weapon Display Type   := Beam
Weapon Display        := 14
Weapon Modifier       := 0
Weapon Sound          := TRACTORGROAN2.WAV
Weapon Family         := 19

Name                  := Shield Recharger I
Description           := Recharges the shields around a starship.
Pic Num               := 375
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24032
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 17 SDB per turn.
Ability 1 Val 1       := 17
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Recharger II
Description           := Recharges the shields around a starship.
Pic Num               := 375
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24032
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 23 SDB per turn.
Ability 1 Val 1       := 23
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Recharger III
Description           := Recharges the shields around a starship.
Pic Num               := 375
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24032
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 30 SDB per turn.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Recharger IV
Description           := Recharges the shields around a starship.
Pic Num               := 375
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24032
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 37 SDB per turn.
Ability 1 Val 1       := 37
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Recharger V
Description           := Recharges the shields around a starship.
Pic Num               := 375
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24032
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 43 SDB per turn.
Ability 1 Val 1       := 43
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Recharger VI
Description           := Recharges the shields around a starship.
Pic Num               := 375
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24032
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 50 SDB per turn.
Ability 1 Val 1       := 50
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Recharger VII
Description           := Recharges the shields around a starship.
Pic Num               := 375
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24032
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 57 SDB per turn.
Ability 1 Val 1       := 57
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Recharger VIII
Description           := Recharges the shields around a starship.
Pic Num               := 375
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24032
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 63 SDB per turn.
Ability 1 Val 1       := 63
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Recharger IX
Description           := Recharges the shields around a starship.
Pic Num               := 375
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24032
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 70 SDB per turn.
Ability 1 Val 1       := 70
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Shield Recharger X
Description           := Recharges the shields around a starship.
Pic Num               := 375
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24032
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Shield Regeneration
Ability 1 Descr       := Recharges 77 SDB per turn.
Ability 1 Val 1       := 77
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Shield Projector I
Description           := Projects and recharges a defensive shield around a starship. It combines Ray Shields and Particle Shields to block most weapons.
Pic Num               := 374
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 13
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24033
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Projects a shield of [%ShieldPointsGenerated] SDB.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Shield Projector II
Description           := Projects and recharges a defensive shield around a starship. It combines Ray Shields and Particle Shields to block most weapons.
Pic Num               := 374
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 13
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24033
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Projects a shield of [%ShieldPointsGenerated] SDB.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Shield Projector III
Description           := Projects and recharges a defensive shield around a starship. It combines Ray Shields and Particle Shields to block most weapons.
Pic Num               := 374
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 13
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24033
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Projects a shield of [%ShieldPointsGenerated] SDB.
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Shield Projector IV
Description           := Projects and recharges a defensive shield around a starship. It combines Ray Shields and Particle Shields to block most weapons.
Pic Num               := 374
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 13
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24033
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Projects a shield of [%ShieldPointsGenerated] SDB.
Ability 1 Val 1       := 60
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Small Shield Projector V
Description           := Projects and recharges a defensive shield around a starship. It combines Ray Shields and Particle Shields to block most weapons.
Pic Num               := 374
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 13
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := None
General Group         := Shields
Family                := 24033
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Shields
Tech Level Req 1      := 10
Number of Abilities   := 1
Ability 1 Type        := Shield Generation
Ability 1 Descr       := Projects a shield of [%ShieldPointsGenerated] SDB.
Ability 1 Val 1       := 75
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Sensor Stealth Pod
Description           := Crude but effective stealth method that makes a ship "run silent" by shutting down all energy emitting systems. This, however, drains the ships energy fast and can only be used for short periods of time before running out of supplies.
Pic Num               := 401
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship
Supply Amount Used    := 1000
Restrictions          := None
General Group         := Sensor Countermeasures
Family                := 24034
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Sensor Mask
Description           := Completely opposite to sensor stealth, sensor masks deliberately emits signals to hide the normal emissions of a starship and mimic those of empty space. They also use holographic projection to help render a ship undetectable.
Pic Num               := 402
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := None
General Group         := Sensor Countermeasures
Family                := 24035
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 2
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Cloaking Device
Description           := Cloaking device that wraps the universe around a starship. Making it impossible for any kind from energy of the outside universe to interact with the ship, or for any emission to come out of the ship. That renders the ship completely invisible.
Pic Num               := 403
Tonnage Space Taken   := 500
Tonnage Structure     := 400
Cost Minerals         := 30000
Cost Organics         := 0
Cost Radioactives     := 10000
Vehicle Type          := Ship\Base
Supply Amount Used    := 100
Restrictions          := None
General Group         := Sensor Countermeasures
Family                := 24036
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 3
Number of Abilities   := 6
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 30 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 31
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 30 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 31
Ability 3 Type        := Cloak Level
Ability 3 Descr       := Prevents level 2 Psychic scans.
Ability 3 Val 1       := Psychic
Ability 3 Val 2       := 3
Ability 4 Type        := Cloak Level
Ability 4 Descr       := Prevents level 3 Gravitic scans.
Ability 4 Val 1       := Gravitic
Ability 4 Val 2       := 4
Ability 5 Type        := Cloak Level
Ability 5 Descr       := Prevents level 4 Temporal scans.
Ability 5 Val 1       := Temporal
Ability 5 Val 2       := 5
Ability 6 Type        := Standard Ship Movement
Ability 6 Descr       :=
Ability 6 Val 1       := 0
Ability 6 Val 2       := 0
Weapon Type           := None

Name                  := Sensor Mask
Description           := Completely opposite to sensor stealth, sensor masks deliberately emits signals to hide the normal emissions of a mine and mimic those of empty space. They also use holographic projection to help render a mine undetectable.
Pic Num               := 402
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100 
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Mine
Supply Amount Used    := 0
Restrictions          := None
General Group         := Sensor Countermeasures
Family                := 24035
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Cloaking
Tech Level Req 1      := 2
Tech Area Req 2       := Mines
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Cloak Level
Ability 1 Descr       := Prevents level 1 Active EM scans.
Ability 1 Val 1       := EM Active
Ability 1 Val 2       := 2
Ability 2 Type        := Cloak Level
Ability 2 Descr       := Prevents level 1 Passive EM scans.
Ability 2 Val 1       := EM Passive
Ability 2 Val 2       := 2
Weapon Type           := None

Name                  := Ion Cannon I
Description           := Negative ion pulse energy weapon that drains shields.
Pic Num               := 338
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24037
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 6 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNONSTARSHIP.WAV
Weapon Family         := 2429

Name                  := Ion Cannon II
Description           := Negative ion pulse energy weapon that drains shields.
Pic Num               := 338
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24037
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 8 8 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNONSTARSHIP.WAV
Weapon Family         := 2429

Name                  := Ion Cannon III
Description           := Negative ion pulse energy weapon that drains shields.
Pic Num               := 338
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24037
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNONSTARSHIP.WAV
Weapon Family         := 2429

Name                  := Ion Cannon IV
Description           := Negative ion pulse energy weapon that drains shields.
Pic Num               := 338
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24037
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 12 12 12 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNONSTARSHIP.WAV
Weapon Family         := 2429

Name                  := Ion Cannon V
Description           := Negative ion pulse energy weapon that drains shields.
Pic Num               := 338
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24037
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 14 14 14 14 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNONSTARSHIP.WAV
Weapon Family         := 2429

Name                  := Ion Cannon VI
Description           := Negative ion pulse energy weapon that drains shields.
Pic Num               := 338
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24037
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 16 16 16 16 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNONSTARSHIP.WAV
Weapon Family         := 2429

Name                  := Ion Cannon VII
Description           := Negative ion pulse energy weapon that drains shields.
Pic Num               := 338
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24037
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 18 18 18 18 18 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNONSTARSHIP.WAV
Weapon Family         := 2429

Name                  := Ion Cannon VIII
Description           := Negative ion pulse energy weapon that drains shields.
Pic Num               := 338
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24037
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNONSTARSHIP.WAV
Weapon Family         := 2429

Name                  := Ion Cannon IX
Description           := Negative ion pulse energy weapon that drains shields.
Pic Num               := 338
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24037
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 22 22 22 22 22 22 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNONSTARSHIP.WAV
Weapon Family         := 2429

Name                  := Ion Cannon X
Description           := Negative ion pulse energy weapon that drains shields.
Pic Num               := 338
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24037
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 24 24 24 24 24 24 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNONSTARSHIP.WAV
Weapon Family         := 2429

Name                  := Anti-orbital Ion Cannon I
Description           := Ion cannon modified to knock out targets in orbit around a planet or moon.
Pic Num               := 351
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := WeapPlatform
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 24038
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 100 100 100 100 150 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 130
Weapon Modifier       := 0
Weapon Sound          := IONCANNONPLANET.WAV
Weapon Family         := 2435

Name                  := Anti-orbital Ion Cannon II
Description           := Ion cannon modified to knock out targets in orbit around a planet or moon.
Pic Num               := 351
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 114
Vehicle Type          := WeapPlatform
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 24038
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 150 150 150 150 150 200 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 130
Weapon Modifier       := 0
Weapon Sound          := IONCANNONPLANET.WAV
Weapon Family         := 2435

Name                  := Anti-orbital Ion Cannon III
Description           := Ion cannon modified to knock out targets in orbit around a planet or moon.
Pic Num               := 351
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 280
Cost Organics         := 0
Cost Radioactives     := 168
Vehicle Type          := WeapPlatform
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 24038
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 200 200 200 200 200 200 250 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 130
Weapon Modifier       := 0
Weapon Sound          := IONCANNONPLANET.WAV
Weapon Family         := 2435

Name                  := Anti-orbital Ion Cannon IV
Description           := Ion cannon modified to knock out targets in orbit around a planet or moon.
Pic Num               := 351
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 360
Cost Organics         := 0
Cost Radioactives     := 222
Vehicle Type          := WeapPlatform
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 24038
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 250 250 250 250 250 250 300 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 130
Weapon Modifier       := 0
Weapon Sound          := IONCANNONPLANET.WAV
Weapon Family         := 2435

Name                  := Anti-orbital Ion Cannon V
Description           := Ion cannon modified to knock out targets in orbit around a planet or moon.
Pic Num               := 351
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 440
Cost Organics         := 0
Cost Radioactives     := 276
Vehicle Type          := WeapPlatform
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 24038
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 300 300 300 300 300 300 300 400 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 130
Weapon Modifier       := 0
Weapon Sound          := IONCANNONPLANET.WAV
Weapon Family         := 2435

Name                  := Ion Cannon I
Description           := Fighter sized ion cannon used to disable enemy shields.
Pic Num               := 337
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 3
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 24039
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNON.WAV
Weapon Family         := 2439

Name                  := Ion Cannon II
Description           := Fighter sized ion cannon used to disable enemy shields.
Pic Num               := 337
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 4
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 24039
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNON.WAV
Weapon Family         := 2439

Name                  := Ion Cannon III
Description           := Fighter sized ion cannon used to disable enemy shields.
Pic Num               := 337
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 5
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 24039
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNON.WAV
Weapon Family         := 2439

Name                  := Ion Cannon IV
Description           := Fighter sized ion cannon used to disable enemy shields.
Pic Num               := 337
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 6
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 24039
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 6 6 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNON.WAV
Weapon Family         := 2439

Name                  := Ion Cannon V
Description           := Fighter sized ion cannon used to disable enemy shields.
Pic Num               := 337
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 7
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 24039
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 6 6 6 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNON.WAV
Weapon Family         := 2439

Name                  := Weapon Ionizer Cannon I
Description           := Negative ion pulse energy weapon that negates energy from target weapon systems disabling them.
Pic Num               := 360
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24056
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNONSTARSHIP.WAV
Weapon Family         := 2429

Name                  := Weapon Ionizer Cannon II
Description           := Negative ion pulse energy weapon that negates energy from target weapon systems disabling them.
Pic Num               := 360
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24056
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNONSTARSHIP.WAV
Weapon Family         := 2429

Name                  := Weapon Ionizer Cannon III
Description           := Negative ion pulse energy weapon that negates energy from target weapon systems disabling them.
Pic Num               := 360
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24056
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNONSTARSHIP.WAV
Weapon Family         := 2429

Name                  := Weapon Ionizer Cannon IV
Description           := Negative ion pulse energy weapon that negates energy from target weapon systems disabling them.
Pic Num               := 360
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24056
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 6 6 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNONSTARSHIP.WAV
Weapon Family         := 2429

Name                  := Weapon Ionizer Cannon V
Description           := Negative ion pulse energy weapon that negates energy from target weapon systems disabling them.
Pic Num               := 360
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24056
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 7 7 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNONSTARSHIP.WAV
Weapon Family         := 2429

Name                  := Weapon Ionizer Cannon VI
Description           := Negative ion pulse energy weapon that negates energy from target weapon systems disabling them.
Pic Num               := 360
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24056
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 8 8 8 8 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNONSTARSHIP.WAV
Weapon Family         := 2429

Name                  := Weapon Ionizer Cannon VII
Description           := Negative ion pulse energy weapon that negates energy from target weapon systems disabling them.
Pic Num               := 360
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24056
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 9 9 9 9 9 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNONSTARSHIP.WAV
Weapon Family         := 2429

Name                  := Weapon Ionizer Cannon VIII
Description           := Negative ion pulse energy weapon that negates energy from target weapon systems disabling them.
Pic Num               := 360
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24056
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 10 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNONSTARSHIP.WAV
Weapon Family         := 2429

Name                  := Weapon Ionizer Cannon IX
Description           := Negative ion pulse energy weapon that negates energy from target weapon systems disabling them.
Pic Num               := 360
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24056
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 11 11 11 11 11 11 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNONSTARSHIP.WAV
Weapon Family         := 2429

Name                  := Weapon Ionizer Cannon X
Description           := Negative ion pulse energy weapon that negates energy from target weapon systems disabling them.
Pic Num               := 360
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 24056
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 12 12 12 12 12 12 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNONSTARSHIP.WAV
Weapon Family         := 2429

Name                  := Anti-orbital Weapon Ionizer Cannon I
Description           := Ion cannon modified to knock out weapons on targets in orbit around a planet or moon.
Pic Num               := 351
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 120
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := WeapPlatform
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 24057
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 50 50 50 50 75 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 130
Weapon Modifier       := 0
Weapon Sound          := IONCANNONPLANET.WAV
Weapon Family         := 2435

Name                  := Anti-orbital Weapon Ionizer Cannon II
Description           := Ion cannon modified to knock out weapons on targets in orbit around a planet or moon.
Pic Num               := 351
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 114
Vehicle Type          := WeapPlatform
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 24057
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 75 75 75 75 75 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 130
Weapon Modifier       := 0
Weapon Sound          := IONCANNONPLANET.WAV
Weapon Family         := 2435

Name                  := Anti-orbital Weapon Ionizer Cannon III
Description           := Ion cannon modified to knock out weapons on targets in orbit around a planet or moon.
Pic Num               := 351
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 280
Cost Organics         := 0
Cost Radioactives     := 168
Vehicle Type          := WeapPlatform
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 24057
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 100 100 100 100 100 125 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 130
Weapon Modifier       := 0
Weapon Sound          := IONCANNONPLANET.WAV
Weapon Family         := 2435

Name                  := Anti-orbital Weapon Ionizer Cannon IV
Description           := Ion cannon modified to knock out weapons on targets in orbit around a planet or moon.
Pic Num               := 351
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 360
Cost Organics         := 0
Cost Radioactives     := 222
Vehicle Type          := WeapPlatform
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 24057
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 125 125 125 125 125 125 150 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 130
Weapon Modifier       := 0
Weapon Sound          := IONCANNONPLANET.WAV
Weapon Family         := 2435

Name                  := Anti-orbital Weapon Ionizer Cannon V
Description           := Ion cannon modified to knock out weapons on targets in orbit around a planet or moon.
Pic Num               := 351
Tonnage Space Taken   := 40
Tonnage Structure     := 40
Cost Minerals         := 440
Cost Organics         := 0
Cost Radioactives     := 276
Vehicle Type          := WeapPlatform
Supply Amount Used    := 3
Restrictions          := None
General Group         := Weapons
Family                := 24057
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 150 150 150 150 150 150 150 200 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 130
Weapon Modifier       := 0
Weapon Sound          := IONCANNONPLANET.WAV
Weapon Family         := 2435

Name                  := Weapon Ionizer Cannon I
Description           := Fighter sized ion cannon used to disable enemy weapons.
Pic Num               := 337
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 3
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 24058
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNON.WAV
Weapon Family         := 2439

Name                  := Weapon Ionizer Cannon II
Description           := Fighter sized ion cannon used to disable enemy weapons.
Pic Num               := 337
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 4
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 24058
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNON.WAV
Weapon Family         := 2439

Name                  := Weapon Ionizer Cannon III
Description           := Fighter sized ion cannon used to disable enemy weapons.
Pic Num               := 337
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 5
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 24058
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNON.WAV
Weapon Family         := 2439

Name                  := Weapon Ionizer Cannon IV
Description           := Fighter sized ion cannon used to disable enemy weapons.
Pic Num               := 337
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 6
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 24058
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNON.WAV
Weapon Family         := 2439

Name                  := Weapon Ionizer Cannon V
Description           := Fighter sized ion cannon used to disable enemy weapons.
Pic Num               := 337
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 7
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 24058
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ion Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Disrupt Reload Time
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 127
Weapon Modifier       := 0
Weapon Sound          := IONCANNON.WAV
Weapon Family         := 2439

Name                  := Maintenance Droid I
Description           := Droids designed to perform manteinance duties onboard starships.
Pic Num               := 397
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Manteinance
Family                := 24040
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Droids
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Constant maintenance works decrease maintenance cost 10%.
Ability 1 Val 1       := -10
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Maintenance Droid II
Description           := Droids designed to perform manteinance duties onboard starships.
Pic Num               := 397
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Manteinance
Family                := 24040
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Droids
Tech Level Req 1      := 6
Number of Abilities   := 1
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Constant maintenance works decrease maintenance cost 20%.
Ability 1 Val 1       := -20
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Maintenance Droid III
Description           := Droids designed to perform manteinance duties onboard starships.
Pic Num               := 397
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Manteinance
Family                := 24040
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Droids
Tech Level Req 1      := 7
Number of Abilities   := 1
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Constant maintenance works decrease maintenance cost 30%.
Ability 1 Val 1       := -30
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Maintenance Droid IV
Description           := Droids designed to perform manteinance duties onboard starships.
Pic Num               := 397
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Manteinance
Family                := 24040
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Droids
Tech Level Req 1      := 8
Number of Abilities   := 1
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Constant maintenance works decrease maintenance cost 40%.
Ability 1 Val 1       := -40
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Maintenance Droid V
Description           := Droids designed to perform manteinance duties onboard starships.
Pic Num               := 397
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Manteinance
Family                := 24040
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Droids
Tech Level Req 1      := 9
Number of Abilities   := 1
Ability 1 Type        := Modified Maintenance Cost
Ability 1 Descr       := Constant maintenance works decrease maintenance cost 50%.
Ability 1 Val 1       := -50
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Repair Droid I
Description           := Droid which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 80
Tonnage Structure     := 100
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24041
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Droids
Tech Level Req 1      := 1
Tech Area Req 2       := Repair
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 1 component per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Repair Droid II
Description           := Droid which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 80
Tonnage Structure     := 100
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24041
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Droids
Tech Level Req 1      := 2
Tech Area Req 2       := Repair
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 2 components per turn.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Repair Droid III
Description           := Droid which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 80
Tonnage Structure     := 100
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24041
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Droids
Tech Level Req 1      := 2
Tech Area Req 2       := Repair
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 3 components per turn.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Repair Droid IV
Description           := Droid which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 80
Tonnage Structure     := 100
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24041
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Droids
Tech Level Req 1      := 3
Tech Area Req 2       := Repair
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 4 components per turn.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Repair Droid V
Description           := Droid which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 80
Tonnage Structure     := 100
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24041
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Droids
Tech Level Req 1      := 3
Tech Area Req 2       := Repair
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 5 components per turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Repair Droid VI
Description           := Droid which can repair other ships in space.
Pic Num               := 103
Tonnage Space Taken   := 80
Tonnage Structure     := 100
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24041
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Droids
Tech Level Req 1      := 4
Tech Area Req 2       := Repair
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Component Repair
Ability 1 Descr       := Can repair 6 components per turn.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Container I
Description           := Small containers where cargo can be housed.
Pic Num               := 377
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 24042
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 25kT worth of cargo space.
Ability 1 Val 1       := 25
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Container II
Description           := Small containers where cargo can be housed.
Pic Num               := 377
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 24042
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 35kT worth of cargo space.
Ability 1 Val 1       := 35
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Cargo Container III
Description           := Small containers where cargo can be housed.
Pic Num               := 377
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 24042
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Cargo
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 45kT worth of cargo space.
Ability 1 Val 1       := 45
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Smuggling Bay I
Description           := Small containers where cargo can be housed.
Pic Num               := 377
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 27205
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 1
Tech Area Req 2       := Jabba's Technology
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 20kT worth of cargo space.
Ability 1 Val 1       := 20
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Minerals
Ability 2 Descr       := smuggling profits are 50 mineral points (only 1 component per ship effective).
Ability 2 Val 1       := 50
Ability 2 Val 2       := 0
Ability 3 Type        := Generate Points Organics
Ability 3 Descr       := smuggling profits are 50 Organic points (only 1 component per ship effective).
Ability 3 Val 1       := 50
Ability 3 Val 2       := 0
Ability 4 Type        := Generate Points Radioactives
Ability 4 Descr       := smuggling profits are 50 Radioactives points (only 1 component per ship effective).
Ability 4 Val 1       := 50
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Smuggling Bay II
Description           := Small containers where cargo can be housed.
Pic Num               := 377
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 27205
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 2
Tech Area Req 2       := Jabba's Technology
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 30kT worth of cargo space.
Ability 1 Val 1       := 30
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Minerals
Ability 2 Descr       := smuggling profits are 100 mineral points (only 1 component per ship effective).
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Ability 3 Type        := Generate Points Organics
Ability 3 Descr       := smuggling profits are 100 Organic points (only 1 component per ship effective).
Ability 3 Val 1       := 100
Ability 3 Val 2       := 0
Ability 4 Type        := Generate Points Radioactives
Ability 4 Descr       := smuggling profits are 100 Radioactives points (only 1 component per ship effective).
Ability 4 Val 1       := 100
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Smuggling Bay III
Description           := Small containers where cargo can be housed.
Pic Num               := 377
Tonnage Space Taken   := 4
Tonnage Structure     := 4
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 27205
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 3
Tech Area Req 2       := Jabba's Technology
Tech Level Req 2      := 1
Number of Abilities   := 4
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 40kT worth of cargo space.
Ability 1 Val 1       := 40
Ability 1 Val 2       := 0
Ability 2 Type        := Generate Points Minerals
Ability 2 Descr       := smuggling profits are 150 mineral points (only 1 component per ship effective).
Ability 2 Val 1       := 150
Ability 2 Val 2       := 0
Ability 3 Type        := Generate Points Organics
Ability 3 Descr       := smuggling profits are 150 Organic points (only 1 component per ship effective).
Ability 3 Val 1       := 150
Ability 3 Val 2       := 0
Ability 4 Type        := Generate Points Radioactives
Ability 4 Descr       := smuggling profits are 150 Radioactives points (only 1 component per ship effective).
Ability 4 Val 1       := 150
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Massive Cargo Hold I
Description           := Massive area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 360
Tonnage Structure     := 360
Cost Minerals         := 2160
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 24043
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 1
Tech Area Req 2       := Large Scale Construction
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 1250kT worth of cargo space.
Ability 1 Val 1       := 1250
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Massive Cargo Hold II
Description           := Massive area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 360
Tonnage Structure     := 360
Cost Minerals         := 2160
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 24043
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 2
Tech Area Req 2       := Large Scale Construction
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 2500kT worth of cargo space.
Ability 1 Val 1       := 2500
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Massive Cargo Hold III
Description           := Massive area on a starship where cargo can be housed.
Pic Num               := 269
Tonnage Space Taken   := 360
Tonnage Structure     := 360
Cost Minerals         := 2160
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Cargo
Family                := 24043
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Cargo
Tech Level Req 1      := 3
Tech Area Req 2       := Large Scale Construction
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Cargo Storage
Ability 1 Descr       := Provides 3750kT worth of cargo space.
Ability 1 Val 1       := 3750
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := DH-17 Blaster Pistol 
Description           := Standard-issue military sidearm used by Imperial Navy
Pic Num               := 409
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 1
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := Two Per Vehicle
General Group         := Weapons
Family                := 28000
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Troop Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Energy Stream Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 121
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 24115

Name                  := E-11 Blaster Rifle
Description           := Standard-issue military sidearm used by Imperial Stormtroopers
Pic Num               := 410
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 13
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 28001
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Troop Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Energy Stream Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 121
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 24115

Name                  := T-21 Light Repeating Blaster 
Description           := The T-21 proved a common support weapon for stormtrooper squads. 
Pic Num               := 411
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 16
Cost Organics         := 0
Cost Radioactives     := 3
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 28002
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Troop Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Energy Stream Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 121
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 24115

Name                  := E-Web Repeating Blaster 
Description           := The E-Web proved a heavy support weapon for stormtrooper squads. 
Pic Num               := 412
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 4
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 28003
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Troop Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Energy Stream Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 2 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 121
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 24115

Name                  := Stormtrooper Armor I
Description           := Multi layered durasteel and metalplastic armorsuit for Imperial Stormtroopers.
Pic Num               := 430
Tonnage Space Taken   := 100
Tonnage Structure     := 300
Cost Minerals         := 3
Cost Organics         := 1
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := One Per Vehicle
General Group         := Armor
Family                := 28016
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Infantry
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Stormtrooper Armor II
Description           := Multi layered durasteel and metalplastic armorsuit for Imperial Stormtroopers.
Pic Num               := 430
Tonnage Space Taken   := 100
Tonnage Structure     := 500
Cost Minerals         := 3
Cost Organics         := 1
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := One Per Vehicle
General Group         := Armor
Family                := 28016
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 2
Tech Area Req 2       := Imperial Infantry
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Stormtrooper Armor III
Description           := Multi layered durasteel and metalplastic armorsuit for Imperial Stormtroopers.
Pic Num               := 430
Tonnage Space Taken   := 100
Tonnage Structure     := 700
Cost Minerals         := 3
Cost Organics         := 1
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := One Per Vehicle
General Group         := Armor
Family                := 28016
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Armor
Tech Level Req 1      := 3
Tech Area Req 2       := Imperial Infantry
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Armor
Ability 1 Descr       := Is damaged before any other components on a ship.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Aratech 74-Z Speederbike
Description           := The Aratech 74-Z Speederbike is used as reconnaissance craft. 
Pic Num               := 420
Tonnage Space Taken   := 400
Tonnage Structure     := 500
Cost Minerals         := 30
Cost Organics         := 5
Cost Radioactives     := 5
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 28012
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Troop Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Imperial Walkers
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Speed and agility makes the speederbike 8% harder to hit in combat.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 121
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 24115

Name                  := Tauntaun
Description           := The Tauntaun, an on the planet Hoth originated animal, is often used by the rebellion as light reconnaissance unit. 
Pic Num               := 422
Tonnage Space Taken   := 300
Tonnage Structure     := 500
Cost Minerals         := 5
Cost Organics         := 30
Cost Radioactives     := 0
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 28014
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Tauntaun
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Speed gives the Tauntaun an 13% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 13
Ability 2 Val 2       := 0
Ability 1 Type        := Combat To Hit Defense Plus
Ability 1 Descr       := Speed and agility makes the Tauntaun 7% harder to hit in combat.
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 121
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 24115

Name                  := Atgar 1.4 FD P-Tower
Description           := Atgar 1.4 FD P-Tower are permanently placed defensive laser cannons. 
Pic Num               := 421
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 40
Cost Organics         := 5
Cost Radioactives     := 10
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 28013
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Rebel Troop Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Rebel Vehicles
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Combat To Hit Defense Minus
Ability 1 Descr       := On an permanent position the P-Tower is 10% easier to hit in combat.
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 121
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 24115

Name                  := Force Pike 
Description           := Force Pikes are generally used by Imperial Royal Guard. 
Pic Num               := 413
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 15
Cost Organics         := 0
Cost Radioactives     := 1
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 28004
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Troop Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Imperial Infantry
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 121
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 24115

Name                  := Class-A Thermal Detonator
Description           := Thermal detonators are immensely powerful explosive devices. 
Pic Num               := 415
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 15
Cost Organics         := 0
Cost Radioactives     := 5
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 28005
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Wars Technology
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 8 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 121
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 24115

Name                  := DL-44 Heavy Blaster Pistol 
Description           := Designed for close-quarters combat this portable and very lethal blaster was often carried by Rebel soldiers.
Pic Num               := 414
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 16
Cost Organics         := 0
Cost Radioactives     := 2
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := Two Per Vehicle
General Group         := Weapons
Family                := 28006
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Star Wars Technology
Tech Level Req 1      := 1
Tech Area Req 2       := Energy Stream Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 121
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 24115

Name                  := DH-17 Blaster Pistol 
Description           := Standard-issue military sidearm used by Rebel Troops.
Pic Num               := 409
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 1
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := Two Per Vehicle
General Group         := Weapons
Family                := 28000
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Rebel Troop Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Energy Stream Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 121
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 24115

Name                  := Wookiee Bowcaster
Description           := Bowcaster or Laser-Crossbow.
Pic Num               := 463
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 8
Cost Organics         := 8
Cost Radioactives     := 1
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := Two Per Vehicle
General Group         := Weapons
Family                := 28020
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Rebel Troop Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Energy Stream Weapons
Tech Level Req 2      := 1
Tech Area Req 3       := Wookiees
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 121
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 24115

Name                  := Vibro Axe 
Description           := Vibro Axe are commonly used over the entiry galaxy, favorably used by smugglers and prison guards. 
Pic Num               := 429
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 11
Cost Organics         := 0
Cost Radioactives     := 1
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 28015
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Star Wars Technology
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 121
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 24115

Name                  := Light Blaster Cannon I
Description           :=
Pic Num               := 337
Tonnage Space Taken   := 400
Tonnage Structure     := 400
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 4
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := Two Per Vehicle
General Group         := Weapons
Family                := 28007
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Troop Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 7 7 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 122
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 24116

Name                  := Heavy Blaster Cannon I
Description           :=
Pic Num               := 337
Tonnage Space Taken   := 600 
Tonnage Structure     := 600 
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 6
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := Two Per Vehicle
General Group         := Weapons
Family                := 28008
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Troop Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Energy Stream Weapons
Tech Level Req 2      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 10 8 8 8 8 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 122
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 24116

Name                  := Mounted Stormtrooper Squad I
Description           := Standard Stormtrooper Squad, transported by Walker.
Pic Num               := 416
Tonnage Space Taken   := 600
Tonnage Structure     := 500
Cost Minerals         := 30
Cost Organics         := 25
Cost Radioactives     := 2
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 28010
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Troop Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Imperial Infantry
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 121
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 24115

Name                  := Mounted Stormtrooper Squad II
Description           := Standard Stormtrooper Squad, transported by Walker.
Pic Num               := 416
Tonnage Space Taken   := 600
Tonnage Structure     := 500
Cost Minerals         := 35
Cost Organics         := 25
Cost Radioactives     := 3
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 28010
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Imperial Troop Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Imperial Infantry
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 3 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 121
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 24115

Name                  := Mounted Rebel Trooper Squad 
Description           := Rebel Trooper Squad, transported by Vehicle.
Pic Num               := 417
Tonnage Space Taken   := 500
Tonnage Structure     := 400
Cost Minerals         := 30
Cost Organics         := 25
Cost Radioactives     := 2
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 27011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Rebel Troop Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Infantry
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 121
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 24115

Name                  := Mounted Mon Calamari Trooper Squad 
Description           := Mon Calamari Trooper Squad, transported by Vehicle.
Pic Num               := 469
Tonnage Space Taken   := 500
Tonnage Structure     := 400
Cost Minerals         := 30
Cost Organics         := 25
Cost Radioactives     := 2
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 27011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Rebel Troop Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Infantry
Tech Level Req 2      := 2
Tech Area Req 3       := Rebel, Mon Calamari add
Tech Level Req 3      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 121
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 24115

Name                  := Mounted Bothan Trooper Squad 
Description           := Bothan Trooper Squad, transported by Vehicle.
Tech Level Req 2      := 1
Pic Num               := 468
Tonnage Space Taken   := 500
Tonnage Structure     := 400
Cost Minerals         := 30
Cost Organics         := 25
Cost Radioactives     := 2
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 27011
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Rebel Troop Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Infantry
Tech Level Req 2      := 2
Tech Area Req 3       := Rebel, Bothan add
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 121
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 24115

Name                  := Mounted Wookiee Squad 
Description           := Wookiee Squad, transported by Vehicle.
Pic Num               := 462
Tonnage Space Taken   := 500
Tonnage Structure     := 600
Cost Minerals         := 30
Cost Organics         := 35
Cost Radioactives     := 2
Vehicle Type          := Troop
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 27024
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Rebel Troop Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Infantry
Tech Level Req 2      := 2
Tech Area Req 3       := Wookiees
Tech Level Req 3      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 121
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 24115

Name                  := Explosive Mine Warhead I
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 435
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Mine
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Explosive Mine Warhead II
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 435
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Mine
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Explosive Mine Warhead III
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 435
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Mine
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Explosive Mine Warhead I
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 435
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Explosive Mine Warhead II
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 435
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 80 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Explosive Mine Warhead III
Description           := Large warhead which will explode on contact with a ship.
Pic Num               := 435
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 2026
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 120 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Ionpulse Warhead I
Description           := Large warhead which will drain an ships shields.
Pic Num               := 434
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Mine
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27120
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 2
Tech Area Req 2       := Ion Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Ionpulse Warhead II
Description           := Large warhead which will drain an ships shields.
Pic Num               := 434
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Mine
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27120
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 3
Tech Area Req 2       := Ion Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Ionpulse Warhead III
Description           := Large warhead which will drain an ships shields.
Pic Num               := 434
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Mine
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27120
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 4
Tech Area Req 2       := Ion Weapons
Tech Level Req 2      := 6
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 140 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Ionpulse Warhead I
Description           := Large warhead which will drain an ships shields.
Pic Num               := 434
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27120
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 2
Tech Area Req 2       := Ion Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 60 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Ionpulse Warhead II
Description           := Large warhead which will drain an ships shields.
Pic Num               := 434
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 75
Cost Organics         := 0
Cost Radioactives     := 40
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27120
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 3
Tech Area Req 2       := Ion Weapons
Tech Level Req 2      := 4
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 100 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Ionpulse Warhead III
Description           := Large warhead which will drain an ships shields.
Pic Num               := 434
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 60
Vehicle Type          := Drone
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27120
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Explosive Warheads
Tech Level Req 1      := 4
Tech Area Req 2       := Ion Weapons
Tech Level Req 2      := 6
Number of Abilities   := 0
Weapon Type           := Warhead
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 140 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Shields Only
Weapon Reload Rate    := 0
Weapon Display Type   := Torp
Weapon Display        := 0
Weapon Modifier       := 0
Weapon Sound          := mine.wav
Weapon Family         := 24

Name                  := Space Yard I
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 500
Tonnage Structure     := 200
Cost Minerals         := 2000
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24047
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 1000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 1000 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1000
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1000 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1000
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 4 components per turn.
Ability 4 Val 1       := 4
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard II
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 500
Tonnage Structure     := 200
Cost Minerals         := 3000
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24047
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 2
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 1500 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 1500
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 1500 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 1500
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 1500 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 1500
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 6 components per turn.
Ability 4 Val 1       := 6
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Space Yard III
Description           := Ship construction component which can work on one ship at a time.
Pic Num               := 49
Tonnage Space Taken   := 500
Tonnage Structure     := 200
Cost Minerals         := 4000
Cost Organics         := 0
Cost Radioactives     := 500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24047
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Space Yards
Tech Level Req 1      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 2000 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2000
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 2000 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2000
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 8 components per turn.
Ability 4 Val 1       := 8
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Shipyard I
Description           := Advanced ship construction component which can work on one ship at a time.
Pic Num               := 386
Tonnage Space Taken   := 500
Tonnage Structure     := 375
Cost Minerals         := 3750
Cost Organics         := 0
Cost Radioactives     := 938
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24048
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Shipyards
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 2500 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 2500
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 2500 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 2500
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 2500 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 2500
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 10 components per turn.
Ability 4 Val 1       := 10
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Shipyard II
Description           := Advanced ship construction component which can work on one ship at a time.
Pic Num               := 386
Tonnage Space Taken   := 940
Tonnage Structure     := 705
Cost Minerals         := 7050
Cost Organics         := 0
Cost Radioactives     := 1763
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24048
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Shipyards
Tech Level Req 1      := 2
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 4700 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 4700
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 4700 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 4700
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 4700 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 4700
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 19 components per turn.
Ability 4 Val 1       := 19
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Shipyard III
Description           := Advanced ship construction component which can work on one ship at a time.
Pic Num               := 386
Tonnage Space Taken   := 1380
Tonnage Structure     := 1035
Cost Minerals         := 10350
Cost Organics         := 0
Cost Radioactives     := 2588
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24048
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Shipyards
Tech Level Req 1      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 6900 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 6900
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 6900 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 6900
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 6900 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 6900
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 28 components per turn.
Ability 4 Val 1       := 28
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Shipyard IV
Description           := Advanced ship construction component which can work on one ship at a time.
Pic Num               := 386
Tonnage Space Taken   := 1820
Tonnage Structure     := 1365
Cost Minerals         := 13650
Cost Organics         := 0
Cost Radioactives     := 3413
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24048
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Shipyards
Tech Level Req 1      := 4
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 9100 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 9100
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 9100 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 9100
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 9100 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 9100
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 36 components per turn.
Ability 4 Val 1       := 36
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Shipyard V
Description           := Advanced ship construction component which can work on one ship at a time.
Pic Num               := 386
Tonnage Space Taken   := 2260
Tonnage Structure     := 1695
Cost Minerals         := 16950
Cost Organics         := 0
Cost Radioactives     := 4238
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24048
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Shipyards
Tech Level Req 1      := 5
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 11300 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 11300
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 11300 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 11300
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 11300 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 11300
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 45 components per turn.
Ability 4 Val 1       := 45
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Shipyard VI
Description           := Advanced ship construction component which can work on one ship at a time.
Pic Num               := 386
Tonnage Space Taken   := 2700
Tonnage Structure     := 2025
Cost Minerals         := 20250
Cost Organics         := 0
Cost Radioactives     := 5063
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24048
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Shipyards
Tech Level Req 1      := 6
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 13500 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 13500
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 13500 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 13500
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 13500 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 13500
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 54 components per turn.
Ability 4 Val 1       := 54
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Shipyard VII
Description           := Advanced ship construction component which can work on one ship at a time.
Pic Num               := 386
Tonnage Space Taken   := 3140
Tonnage Structure     := 2355
Cost Minerals         := 23550
Cost Organics         := 0
Cost Radioactives     := 5888
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24048
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Shipyards
Tech Level Req 1      := 7
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 15700 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 15700
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 15700 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 15700
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 15700 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 15700
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 63 components per turn.
Ability 4 Val 1       := 63
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Shipyard VIII
Description           := Advanced ship construction component which can work on one ship at a time.
Pic Num               := 386
Tonnage Space Taken   := 3580
Tonnage Structure     := 2685
Cost Minerals         := 26850
Cost Organics         := 0
Cost Radioactives     := 6713
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24048
Roman Numeral         := 8
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Shipyards
Tech Level Req 1      := 8
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 17900 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 17900
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 17900 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 17900
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 17900 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 17900
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 72 components per turn.
Ability 4 Val 1       := 72
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Shipyard IX
Description           := Advanced ship construction component which can work on one ship at a time.
Pic Num               := 386
Tonnage Space Taken   := 4020
Tonnage Structure     := 3015
Cost Minerals         := 30150
Cost Organics         := 0
Cost Radioactives     := 7538
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24048
Roman Numeral         := 9
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Shipyards
Tech Level Req 1      := 9
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 20100 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 20100
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 20100 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 20100
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 20100 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 20100
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 80 components per turn.
Ability 4 Val 1       := 80
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Orbital Shipyard X
Description           := Advanced ship construction component which can work on one ship at a time.
Pic Num               := 386
Tonnage Space Taken   := 4460
Tonnage Structure     := 3345
Cost Minerals         := 33450
Cost Organics         := 0
Cost Radioactives     := 8363
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 24048
Roman Numeral         := 10
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Advanced Shipyards
Tech Level Req 1      := 10
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 22300 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 22300
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 22300 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 22300
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 22300 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 22300
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 89 components per turn.
Ability 4 Val 1       := 89
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Corellian Shipyard I
Description           := Advanced Corellian ship construction component which can work on one ship at a time. (Roleplay tip : build only in orbit around Corellia.)
Pic Num               := 433
Tonnage Space Taken   := 2000
Tonnage Structure     := 1700
Cost Minerals         := 17500
Cost Organics         := 0
Cost Radioactives     := 4500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 27119
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Corellian Shipyards
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 13500 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 13500
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 13500 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 13500
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 13500 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 13500
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 45 components per turn.
Ability 4 Val 1       := 45
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Corellian Shipyard II
Description           := Advanced Corellian ship construction component which can work on one ship at a time. (Roleplay tip : build only in orbit around Corellia.)
Pic Num               := 433
Tonnage Space Taken   := 3000
Tonnage Structure     := 2700
Cost Minerals         := 22500
Cost Organics         := 0
Cost Radioactives     := 6500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 27119
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Corellian Shipyards
Tech Level Req 1      := 2
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 18500 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 18500
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 18500 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 18500
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 18500 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 18500
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 65 components per turn.
Ability 4 Val 1       := 65
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Corellian Shipyard III
Description           := Advanced Corellian ship construction component which can work on one ship at a time. (Roleplay tip : build only in orbit around Corellia.)
Pic Num               := 433
Tonnage Space Taken   := 4000
Tonnage Structure     := 3700
Cost Minerals         := 27500
Cost Organics         := 0
Cost Radioactives     := 8500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 27119
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Corellian Shipyards
Tech Level Req 1      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 23500 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 23500
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 23500 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 23500
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 23500 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 23500
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 85 components per turn.
Ability 4 Val 1       := 85
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Kuat Driveyards I
Description           := Advanced ship construction component which can work on one ship at a time. (Roleplay tip : build only in orbit around Corellia.)
Pic Num               := 433
Tonnage Space Taken   := 2000
Tonnage Structure     := 1700
Cost Minerals         := 17500
Cost Organics         := 0
Cost Radioactives     := 4500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 27119
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Kuat Driveyards
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 15000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 15000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 15000 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 15000
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 15000 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 15000
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 45 components per turn.
Ability 4 Val 1       := 45
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Kuat Driveyards II
Description           := Advanced Corellian ship construction component which can work on one ship at a time. (Roleplay tip : build only in orbit around Corellia.)
Pic Num               := 433
Tonnage Space Taken   := 3000
Tonnage Structure     := 2700
Cost Minerals         := 22500
Cost Organics         := 0
Cost Radioactives     := 6500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 27119
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Kuat Driveyards
Tech Level Req 1      := 2
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 20000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 20000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 20000 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 20000
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 20000 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 20000
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 65 components per turn.
Ability 4 Val 1       := 65
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Kuat Driveyards III
Description           := Advanced Corellian ship construction component which can work on one ship at a time. (Roleplay tip : build only in orbit around Corellia.)
Pic Num               := 433
Tonnage Space Taken   := 4000
Tonnage Structure     := 3700
Cost Minerals         := 27500
Cost Organics         := 0
Cost Radioactives     := 8500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 27119
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Kuat Driveyards
Tech Level Req 1      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 25000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 25000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 25000 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 25000
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 25000 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 25000
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 85 components per turn.
Ability 4 Val 1       := 85
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Rendili Driveyards I
Description           := Advanced ship construction component which can work on one ship at a time. (Roleplay tip : build only in orbit around Corellia.)
Pic Num               := 466
Tonnage Space Taken   := 2000
Tonnage Structure     := 1700
Cost Minerals         := 17500
Cost Organics         := 0
Cost Radioactives     := 4500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 27135
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Rendili Driveyards
Tech Level Req 1      := 1
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 15000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 15000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 15000 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 15000
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 15000 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 15000
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 45 components per turn.
Ability 4 Val 1       := 45
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Rendili Driveyards II
Description           := Advanced Corellian ship construction component which can work on one ship at a time. (Roleplay tip : build only in orbit around Corellia.)
Pic Num               := 466
Tonnage Space Taken   := 3000
Tonnage Structure     := 2700
Cost Minerals         := 22500
Cost Organics         := 0
Cost Radioactives     := 6500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 27135
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Rendili Driveyards
Tech Level Req 1      := 2
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 20000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 20000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 20000 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 20000
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 20000 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 20000
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 65 components per turn.
Ability 4 Val 1       := 65
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := Rendili Driveyards III
Description           := Advanced Corellian ship construction component which can work on one ship at a time. (Roleplay tip : build only in orbit around Corellia.)
Pic Num               := 466
Tonnage Space Taken   := 4000
Tonnage Structure     := 3700
Cost Minerals         := 27500
Cost Organics         := 0
Cost Radioactives     := 8500
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Construction
Family                := 27135
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Rendili Driveyards
Tech Level Req 1      := 3
Number of Abilities   := 4
Ability 1 Type        := Space Yard
Ability 1 Descr       := Can construct with 25000 minerals per turn.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 25000
Ability 2 Type        := Space Yard
Ability 2 Descr       := Can construct with 25000 organics per turn.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 25000
Ability 3 Type        := Space Yard
Ability 3 Descr       := Can construct with 25000 radioactives per turn.
Ability 3 Val 1       := 3
Ability 3 Val 2       := 25000
Ability 4 Type        := Component Repair
Ability 4 Descr       := Can repair 85 components per turn.
Ability 4 Val 1       := 85
Ability 4 Val 2       := 0
Weapon Type           := None

Name                  := World Devastator I
Description           := Miniature black hole molecular furnace that breaks down matter into its basic elements. Designed to "eat" the material from a planet's surface (buildings, cities, spaceships, etc.) and reconstitute them into raw materials for creating new Imperial war machines.
Pic Num               := 391
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 24049
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 2
Tech Area Req 2       := Minerals Extraction
Tech Level Req 2      := 1
Tech Area Req 3       := Organics Extraction
Tech Level Req 3      := 1
Tech Area Req 4       := Radioactives Extraction
Tech Level Req 4      := 1
Number of Abilities   := 3
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Drains 6000 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 6000
Ability 1 Val 2       := 0
Ability 2 Type        := Remote Resource Generation - Organics
Ability 2 Descr       := Drains 6000 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 2 Val 1       := 6000
Ability 2 Val 2       := 0
Ability 3 Type        := Remote Resource Generation - Radioactives
Ability 3 Descr       := Drains 6000 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 3 Val 1       := 6000
Ability 3 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 2000 2000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := World Devastator II
Description           := Miniature black hole molecular furnace that breaks down matter into its basic elements. Designed to "eat" the material from a planet's surface (buildings, cities, spaceships, etc.) and reconstitute them into raw materials for creating new Imperial war machines.
Pic Num               := 391
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1250
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 24049
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 4
Tech Area Req 2       := Minerals Extraction
Tech Level Req 2      := 2
Tech Area Req 3       := Organics Extraction
Tech Level Req 3      := 2
Tech Area Req 4       := Radioactives Extraction
Tech Level Req 4      := 2
Number of Abilities   := 3
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Drains 7000 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 7000
Ability 1 Val 2       := 0
Ability 2 Type        := Remote Resource Generation - Organics
Ability 2 Descr       := Drains 7000 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 2 Val 1       := 7000
Ability 2 Val 2       := 0
Ability 3 Type        := Remote Resource Generation - Radioactives
Ability 3 Descr       := Drains 7000 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 3 Val 1       := 7000
Ability 3 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 2500 2500 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := World Devastator III
Description           := Miniature black hole molecular furnace that breaks down matter into its basic elements. Designed to "eat" the material from a planet's surface (buildings, cities, spaceships, etc.) and reconstitute them into raw materials for creating new Imperial war machines.
Pic Num               := 391
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship
Supply Amount Used    := 100
Restrictions          := None
General Group         := Weapons
Family                := 24049
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 6
Tech Area Req 2       := Minerals Extraction
Tech Level Req 2      := 3
Tech Area Req 3       := Organics Extraction
Tech Level Req 3      := 3
Tech Area Req 4       := Radioactives Extraction
Tech Level Req 4      := 3
Number of Abilities   := 3
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Drains 8000 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 8000
Ability 1 Val 2       := 0
Ability 2 Type        := Remote Resource Generation - Organics
Ability 2 Descr       := Drains 8000 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 2 Val 1       := 8000
Ability 2 Val 2       := 0
Ability 3 Type        := Remote Resource Generation - Radioactives
Ability 3 Descr       := Drains 8000 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 3 Val 1       := 8000
Ability 3 Val 2       := 0
Weapon Type           := Direct Fire
Weapon Target         := Planets
Weapon Damage At Rng  := 3000 3000 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 20
Weapon Modifier       := 0
Weapon Sound          := plntnplm.wav
Weapon Family         := 13

Name                  := Gravity Well Generator
Description           := Gravitational field which closes an active warp point.
Pic Num               := 40
Tonnage Space Taken   := 800
Tonnage Structure     := 400
Cost Minerals         := 55000
Cost Organics         := 0
Cost Radioactives     := 20000
Vehicle Type          := Ship\Base
Supply Amount Used    := 60000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 24050
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Close Warp Point
Ability 1 Descr       := Can close any size warp point.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Stop Open Warp Point
Ability 2 Descr       := Stops warp points from being opened within the system.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Cargo Storage
Ability 3 Descr       := Counts as cargo.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Hyperspace Resonator I
Description           := Focused gravitational field which opens a new hyperlane to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 800
Tonnage Structure     := 400
Cost Minerals         := 60000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship\Base
Supply Amount Used    := 60000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 24051
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 3
Number of Abilities   := 3
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 50 light years away.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Cargo Storage
Ability 3 Descr       := Counts as cargo.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Hyperspace Resonator II
Description           := Focused gravitational field which opens a new hyperlane to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 800
Tonnage Structure     := 400
Cost Minerals         := 65000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship\Base
Supply Amount Used    := 60000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 24051
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 4
Number of Abilities   := 3
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 80 light years away.
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Cargo Storage
Ability 3 Descr       := Counts as cargo.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Hyperspace Resonator III
Description           := Focused gravitational field which opens a new hyperlane to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 800
Tonnage Structure     := 400
Cost Minerals         := 70000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship\Base
Supply Amount Used    := 60000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 24051
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 110 light years away.
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Cargo Storage
Ability 3 Descr       := Counts as cargo.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Hyperspace Resonator IV
Description           := Focused gravitational field which opens a new hyperlane to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 800
Tonnage Structure     := 400
Cost Minerals         := 75000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship\Base
Supply Amount Used    := 60000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 24051
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 6
Number of Abilities   := 3
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 140 light years away.
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Cargo Storage
Ability 3 Descr       := Counts as cargo.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Gravitational Hyperspace Resonator V
Description           := Focused gravitational field which opens a new hyperlane to a nearby system.
Pic Num               := 41
Tonnage Space Taken   := 800
Tonnage Structure     := 400
Cost Minerals         := 80000
Cost Organics         := 0
Cost Radioactives     := 30000
Vehicle Type          := Ship\Base
Supply Amount Used    := 60000
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 24051
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 7
Number of Abilities   := 3
Ability 1 Type        := Open Warp Point Distance
Ability 1 Descr       := Can open a warp point out to a system 170 light years away.
Ability 1 Val 1       := 17
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Cargo Storage
Ability 3 Descr       := Counts as cargo.
Ability 3 Val 1       := 1
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Stellar Plasma Sphere
Description           := Imploding plasma sphere which collects stellar gases and condenses them into a new star.
Pic Num               := 62
Tonnage Space Taken   := 250
Tonnage Structure     := 250
Cost Minerals         := 100000
Cost Organics         := 50000
Cost Radioactives     := 100000
Vehicle Type          := Ship\Base
Supply Amount Used    := 500
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 24052
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 6
Number of Abilities   := 2
Ability 1 Type        := Create Star
Ability 1 Descr       := Will create a star of random size and type.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Component Destroyed On Use
Ability 2 Descr       := Component is destroyed after use.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay I
Description           := Medical bay which can cure level 1 plagues.
Pic Num               := 376
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 24053
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 1 plagues.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay II
Description           := Medical bay which can cure level 2 plagues.
Pic Num               := 376
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 24053
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 2 plagues.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay III
Description           := Medical bay which can cure level 3 plagues.
Pic Num               := 376
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 24053
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 3 plagues.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay IV
Description           := Medical bay which can cure level 4 plagues.
Pic Num               := 376
Tonnage Space Taken   := 20
Tonnage Structure     := 20
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 24053
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 4
Number of Abilities   := 1
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 4 plagues.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Medical Bay V
Description           := Medical bay which can cure level 4 plagues.
Pic Num               := 376
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 24053
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 4 plagues.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Arkanian Medical Bay I 
Description           := Medical bay which can cure level 3 plagues. (Roleplay tip : Build only on Arkanian.)
Pic Num               := 432
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 600
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 27118
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 1
Tech Area Req 2       := therapeutic cloning center
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 3 plagues.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Arkanian Medical Bay II
Description           := Medical bay which can cure level 4 plagues. (Roleplay tip : Build only on Arkanian.)
Pic Num               := 432
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 550
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 27118
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 2
Tech Area Req 2       := therapeutic cloning center
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 4 plagues.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Arkanian Medical Bay III
Description           := Medical bay which can cure level 5 plagues. (Roleplay tip : Build only on Arkanian.)
Pic Num               := 432
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Miscellaneous
Family                := 27118
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Medical Technology
Tech Level Req 1      := 3
Tech Area Req 2       := therapeutic cloning center
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Medical Bay
Ability 1 Descr       := Cures level 5 plagues.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Rock Planet Imperializator
Description           := Materials needed to subjugate the population of a rock planet.
Pic Num               := 54
Tonnage Space Taken   := 160
Tonnage Structure     := 160
Cost Minerals         := 1600
Cost Organics         := 800
Cost Radioactives     := 800
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 25000
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Rock Planet Colonization
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize a rock based planet.
Ability 1 Val 1       := 1000
Ability 1 Val 2       := 1000
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 40kT worth of cargo space.
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Ice Planet Imperializator
Description           := Materials needed to subjugate the population of an ice planet.
Pic Num               := 114
Tonnage Space Taken   := 160
Tonnage Structure     := 160
Cost Minerals         := 2400
Cost Organics         := 1200
Cost Radioactives     := 1200
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 25001
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ice Planet Colonization
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Colonize Planet - Ice
Ability 1 Descr       := Can colonize an ice based planet.
Ability 1 Val 1       := 1000
Ability 1 Val 2       := 1000
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 40kT worth of cargo space.
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Gas Giant Imperializator
Description           := Materials needed to subjugate the population of a gas giant.
Pic Num               := 108
Tonnage Space Taken   := 160
Tonnage Structure     := 160
Cost Minerals         := 3200
Cost Organics         := 1600
Cost Radioactives     := 1600
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 25002
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Gas Giant Colonization
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Colonize Planet - Gas
Ability 1 Descr       := Can colonize a gas giant planet.
Ability 1 Val 1       := 1000
Ability 1 Val 2       := 1000
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 40kT worth of cargo space.
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Light Laser I
Description           := Beam weapon which fires coherent photonic energy packets.
Pic Num               := 340
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 6
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27027
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 0
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERSTARSHIP.WAV
Weapon Family         := 2425

Name                  := Light Laser II
Description           := Beam weapon which fires coherent photonic energy packets.
Pic Num               := 340
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 6
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27027
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERSTARSHIP.WAV
Weapon Family         := 2425

Name                  := Light Laser III
Description           := Beam weapon which fires coherent photonic energy packets.
Pic Num               := 340
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 6
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27027
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERSTARSHIP.WAV
Weapon Family         := 2425

Name                  := Light Laser IV
Description           := Beam weapon which fires coherent photonic energy packets.
Pic Num               := 340
Tonnage Space Taken   := 3
Tonnage Structure     := 3
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 6
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27027
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERSTARSHIP.WAV
Weapon Family         := 2425

Name                  := Laser I
Description           := Beam weapon which fires coherent photonic energy packets.
Pic Num               := 341
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 25003
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERSTARSHIP.WAV
Weapon Family         := 2425

Name                  := Laser II
Description           := Beam weapon which fires coherent photonic energy packets.
Pic Num               := 341
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 25003
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERSTARSHIP.WAV
Weapon Family         := 2425

Name                  := Laser III
Description           := Beam weapon which fires coherent photonic energy packets.
Pic Num               := 342
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 25003
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 5 5 5 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERSTARSHIP.WAV
Weapon Family         := 2425

Name                  := Laser IV
Description           := Beam weapon which fires coherent photonic energy packets.
Pic Num               := 342
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 25003
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 4
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 6 6 6 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERSTARSHIP.WAV
Weapon Family         := 2425

Name                  := Turbolaser I
Description           := Laser beam equipped with turbine generators for the enormous punch of a turbolaser beam.
Pic Num               := 343
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 25004
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 7 7 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2425

Name                  := Turbolaser II
Description           := Laser beam equipped with turbine generators for the enormous punch of a turbolaser beam.
Pic Num               := 343
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 25004
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 6
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 8 8 8 8 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2425

Name                  := Turbolaser III
Description           := Laser beam equipped with turbine generators for the enormous punch of a turbolaser beam.
Pic Num               := 344
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 25004
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 7
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 9 9 9 9 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2425

Name                  := Turbolaser IV
Description           := Laser beam equipped with turbine generators for the enormous punch of a turbolaser beam.
Pic Num               := 344
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 25004
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10 10 10 10 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2425

Name                  := Turbolaser V
Description           := Laser beam equipped with turbine generators for the enormous punch of a turbolaser beam.
Pic Num               := 344
Tonnage Space Taken   := 6
Tonnage Structure     := 6
Cost Minerals         := 60
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 25004
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 11 11 11 11 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2425

Name                  := Advanced Turbolaser I
Description           := Laser beam equipped with advanced turbine generators for the enormous punch of a turbolaser beam.
Pic Num               := 345
Tonnage Space Taken   := 7
Tonnage Structure     := 7
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 27250
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 12 12 12 12 12 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2425

Name                  := Advanced Turbolaser II
Description           := Laser beam equipped with advanced turbine generators for the enormous punch of a turbolaser beam.
Pic Num               := 345
Tonnage Space Taken   := 7
Tonnage Structure     := 7
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 27250
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 11
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 13 13 13 13 13 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2425

Name                  := Advanced Turbolaser III
Description           := Laser beam equipped with advanced turbine generators for the enormous punch of a turbolaser beam.
Pic Num               := 345
Tonnage Space Taken   := 7
Tonnage Structure     := 7
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 27250
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 12
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 14 14 14 14 14 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2425

Name                  := Advanced Turbolaser IV
Description           := Laser beam equipped with advanced turbine generators for the enormous punch of a turbolaser beam.
Pic Num               := 345
Tonnage Space Taken   := 7
Tonnage Structure     := 7
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 27250
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 13
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 15 15 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2425

Name                  := Advanced Turbolaser V
Description           := Laser beam equipped with advanced turbine generators for the enormous punch of a turbolaser beam.
Pic Num               := 345
Tonnage Space Taken   := 7
Tonnage Structure     := 7
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 27250
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 14
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 16 16 16 16 16 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2425

Name                  := Armored Turbolaser Tower I
Description           := Laser beam equipped with advanced turbine generators for the enormous punch of a turbolaser beam.
Pic Num               := 442
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 70
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 27251
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 10
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 20 20 20 20 20 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2425

Name                  := Armored Turbolaser Tower II
Description           := Laser beam equipped with advanced turbine generators for the enormous punch of a turbolaser beam.
Pic Num               := 442
Tonnage Space Taken   := 10
Tonnage Structure     := 14
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 27251
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 11
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 21 21 21 21 21 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2425

Name                  := Armored Turbolaser Tower III
Description           := Laser beam equipped with advanced turbine generators for the enormous punch of a turbolaser beam.
Pic Num               := 442
Tonnage Space Taken   := 10
Tonnage Structure     := 18
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 27251
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 12
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 22 22 22 22 22 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2425

Name                  := Armored Turbolaser Tower IV
Description           := Laser beam equipped with advanced turbine generators for the enormous punch of a turbolaser beam.
Pic Num               := 442
Tonnage Space Taken   := 10
Tonnage Structure     := 22
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 27251
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 13
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 23 23 23 23 23 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2425

Name                  := Armored Turbolaser Tower V
Description           := Laser beam equipped with advanced turbine generators for the enormous punch of a turbolaser beam.
Pic Num               := 442
Tonnage Space Taken   := 10
Tonnage Structure     := 26
Cost Minerals         := 90
Cost Organics         := 0
Cost Radioactives     := 15
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 27251
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 14
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 24 24 24 24 24 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 2
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2425

Name                  := Laser Cannon I
Description           := Fighter sized laser cannon.
Pic Num               := 346
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 3
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 25005
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 2443

Name                  := Laser Cannon II
Description           := Fighter sized laser cannon.
Pic Num               := 346
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 4
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 25005
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 2 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 2443

Name                  := Laser Cannon III
Description           := Fighter sized laser cannon.
Pic Num               := 346
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 5
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 25005
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 6
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 2443

Name                  := Laser Cannon IV
Description           := Fighter sized laser cannon.
Pic Num               := 346
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 6
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 25005
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 7
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 2443

Name                  := Laser Cannon V
Description           := Fighter sized laser cannon.
Pic Num               := 346
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 7
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 25005
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 8
Tech Area Req 2       := Smaller Weapons
Tech Level Req 2      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 4 4 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASER.WAV
Weapon Family         := 2443

Name                  := Anti-Fighter Laser I
Description           := Small laser cannons on fast rotating turrets which are used to target and destroy incoming fighters and seekers.
Pic Num               := 348
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 7
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 25006
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 1
Tech Area Req 2       := Energy Stream Weapons
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       :=
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 3 3 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 125
Weapon Modifier       := 40
Weapon Sound          := FALCONLASER.WAV
Weapon Family         := 2441

Name                  := Anti-Fighter Laser II
Description           := Small laser cannons on fast rotating turrets which are used to target and destroy incoming fighters and seekers.
Pic Num               := 348
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 13
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 25006
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 2
Tech Area Req 2       := Energy Stream Weapons
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       :=
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 7 7 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 125
Weapon Modifier       := 40
Weapon Sound          := FALCONLASER.WAV
Weapon Family         := 2441

Name                  := Anti-Fighter Laser III
Description           := Small laser cannons on fast rotating turrets which are used to target and destroy incoming fighters and seekers.
Pic Num               := 348
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 19
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 25006
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 3
Tech Area Req 2       := Energy Stream Weapons
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       :=
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 11 11 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 125
Weapon Modifier       := 40
Weapon Sound          := FALCONLASER.WAV
Weapon Family         := 2441

Name                  := Anti-Fighter Laser IV
Description           := Small laser cannons on fast rotating turrets which are used to target and destroy incoming fighters and seekers.
Pic Num               := 348
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 25
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 25006
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 4
Tech Area Req 2       := Energy Stream Weapons
Tech Level Req 2      := 2
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       :=
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 15 15 15 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 125
Weapon Modifier       := 40
Weapon Sound          := FALCONLASER.WAV
Weapon Family         := 2441

Name                  := Anti-Fighter Laser V
Description           := Small laser cannons on fast rotating turrets which are used to target and destroy incoming fighters and seekers.
Pic Num               := 348
Tonnage Space Taken   := 5
Tonnage Structure     := 1
Cost Minerals         := 32
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base\Sat\WeapPlat\Drone
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 25006
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Point-Defense Weapons
Tech Level Req 1      := 5
Tech Area Req 2       := Energy Stream Weapons
Tech Level Req 2      := 3
Number of Abilities   := 1
Ability 1 Type        := Point-Defense
Ability 1 Descr       :=
Ability 1 Val 1       := 0
Ability 1 Val 2       :=
Weapon Type           := Point-Defense
Weapon Target         := Ftr\Sat\Seekers\Drone
Weapon Damage At Rng  := 19 19 19 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 125
Weapon Modifier       := 40
Weapon Sound          := FALCONLASER.WAV
Weapon Family         := 2441

Name                  := Mine Sweeper I
Description           := Rapid beam cannon for detecting and destroying mines in space.
Pic Num               := 450
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 30
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mines
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 1 mine per use.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper II
Description           := Rapid beam cannon for detecting and destroying mines in space.
Pic Num               := 450
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 40
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mines
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 2 mines per use.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Mine Sweeper III
Description           := Rapid beam cannon for detecting and destroying mines in space.
Pic Num               := 450
Tonnage Space Taken   := 5
Tonnage Structure     := 5
Cost Minerals         := 50
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 22
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Mines
Tech Level Req 1      := 5
Number of Abilities   := 1
Ability 1 Type        := Mine Sweeping
Ability 1 Descr       := Can sweep 3 mines per use.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Planetary Turbolaser I
Description           := Improved Turbolaser cannon, used for firing into space.
Pic Num               := 454
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := WeapPlatform
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 25007
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 8
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 35 35 35 35 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2426

Name                  := Planetary Turbolaser II
Description           := Improved Turbolaser cannon, used for firing into space.
Pic Num               := 454
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := WeapPlatform
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 25007
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 9
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 40 40 40 40 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2426

Name                  := Planetary Turbolaser III
Description           := Improved Turbolaser cannon, used for firing into space.
Pic Num               := 454
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := WeapPlatform
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 25007
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 10
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 45 45 45 45 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2426

Name                  := Planetary Turbolaser IV
Description           := Improved Turbolaser cannon, used for firing into space.
Pic Num               := 454
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := WeapPlatform
Supply Amount Used    := 2
Restrictions          := None
General Group         := Weapons
Family                := 25007
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 11
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50 50 50 50 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2426

Name                  := Planetary Turbolaser V
Description           := Improved Turbolaser cannon, used for firing into space.
Pic Num               := 454
Tonnage Space Taken   := 15
Tonnage Structure     := 15
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 20
Vehicle Type          := WeapPlatform
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 25007
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 12
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 55 55 55 55 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 3
Weapon Display Type   := Torp
Weapon Display        := 124
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2426

Name                  := Superlaser Mk I
Description           := Massive sized laser strong enough to overcome the strongest planetary shields and destroy worlds.
Pic Num               := 347
Tonnage Space Taken   := 15000
Tonnage Structure     := 15000
Cost Minerals         := 15000
Cost Organics         := 100
Cost Radioactives     := 30000
Vehicle Type          := Ship\Base
Supply Amount Used    := 1500
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 25008
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Superlasers
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a medium sized planet.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 30000 30000 30000 30000 30000 30000 30000 30000 30000 30000 30000 30000 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 8
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2440

Name                  := Superlaser Mk II
Description           := Massive sized laser strong enough to overcome the strongest planetary shields and destroy worlds.
Pic Num               := 347
Tonnage Space Taken   := 20000
Tonnage Structure     := 20000
Cost Minerals         := 50000
Cost Organics         := 100
Cost Radioactives     := 30000
Vehicle Type          := Ship\Base
Supply Amount Used    := 1500
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 25008
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Superlasers
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a huge sized planet.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 50000 50000 50000 50000 50000 50000 50000 50000 50000 50000 50000 50000 50000 50000 50000 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 8
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2440

Name                  := Axial Superlaser
Description           := Reduced version of the Superlaser suitable for smaller ships.
Pic Num               := 347
Tonnage Space Taken   := 3000
Tonnage Structure     := 3000
Cost Minerals         := 30000
Cost Organics         := 10
Cost Radioactives     := 6000
Vehicle Type          := Ship\Base
Supply Amount Used    := 300
Restrictions          := One Per Vehicle
General Group         := Weapons
Family                := 25009
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Superlasers
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Destroy Planet Size
Ability 1 Descr       := Can destroy a large sized planet.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Weapon Type           := Point-Defense
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 10000 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 8
Weapon Display Type   := Beam
Weapon Display        := 12
Weapon Modifier       := 0
Weapon Sound          := EMPIRELASERTURBO.WAV
Weapon Family         := 2440

Name                  := TIE Fighter Docking Bay I
Description           := Fighter bay with special equipment, such as clamps and small tractor beams to compensate those lacking in TIE Fighters.
Pic Num               := 388
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 25010
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fighters
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 2 fighters can be launched per combat turn and 10 fighters can be launched per game turn.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 10
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 30kT of cargo space.
Ability 2 Val 1       := 30
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := TIE Fighter Docking Bay II
Description           := Fighter bay with special equipment, such as clamps and small tractor beams to compensate those lacking in TIE Fighters.
Pic Num               := 388
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 25010
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fighters
Tech Level Req 1      := 2
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 3 fighters can be launched per combat turn and 15 fighters can be launched per game turn.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 15
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 70kT of cargo space.
Ability 2 Val 1       := 70
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := TIE Fighter Docking Bay III
Description           := Fighter bay with special equipment, such as clamps and small tractor beams to compensate those lacking in TIE Fighters.
Pic Num               := 388
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 25010
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fighters
Tech Level Req 1      := 3
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 4 fighters can be launched per combat turn and 20 fighters can be launched per game turn.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 20
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 110kT of cargo space.
Ability 2 Val 1       := 110
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := TIE Fighter Docking Bay IV
Description           := Fighter bay with special equipment, such as clamps and small tractor beams to compensate those lacking in TIE Fighters.
Pic Num               := 388
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 25010
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fighters
Tech Level Req 1      := 4
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 5 fighters can be launched per combat turn and 25 fighters can be launched per game turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 25
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 150kT of cargo space.
Ability 2 Val 1       := 150
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := TIE Fighter Docking Bay V
Description           := Fighter bay with special equipment, such as clamps and small tractor beams to compensate those lacking in TIE Fighters.
Pic Num               := 388
Tonnage Space Taken   := 30
Tonnage Structure     := 30
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 25010
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fighters
Tech Level Req 1      := 5
Tech Area Req 2       := Imperial Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 6 fighters can be launched per combat turn and 30 fighters can be launched per game turn.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 30
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 190kT of cargo space.
Ability 2 Val 1       := 190
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Imperial Navy Trooper Squad I
Description           := Imperial Navy Troopers are lightly armed ships security units, used to protect an ship against an hostile boarding attempt.
Pic Num               := 418
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 27115
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Infantry
Tech Level Req 2      := 1
Tech Area Req 3       := Imperial Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 2 Imp. Guard sections for defensive combat.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Imperial Navy Trooper Squad II
Description           := Imperial Navy Troopers are lightly armed ships security units, used to protect an ship against an hostile boarding attempt.
Pic Num               := 418
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 27115
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 2
Tech Area Req 2       := Imperial Infantry
Tech Level Req 2      := 1
Tech Area Req 3       := Imperial Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 4 Imp. Guard sections for defensive combat.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Imperial Navy Trooper Squad III
Description           := Imperial Navy Troopers are lightly armed ships security units, used to protect an ship against an hostile boarding attempt.
Pic Num               := 467
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 27115
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 3
Tech Area Req 2       := Imperial Infantry
Tech Level Req 2      := 2
Tech Area Req 3       := Imperial Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Defense
Ability 1 Descr       := Provides 6 Imp. Guard sections for defensive combat.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Clonetrooper Boarding Squads
Description           := Imperial clonetroopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 467
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27145
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Imperial Technology
Tech Level Req 1      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 2 stormtrooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Stormtrooper Boarding Squads I
Description           := Imperial stormtroopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 416
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 25011
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Infantry
Tech Level Req 2      := 1
Tech Area Req 3       := Imperial Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 3 stormtrooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Stormtrooper Boarding Squads II
Description           := Imperial stormtroopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 416
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 25011
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 2
Tech Area Req 2       := Imperial Infantry
Tech Level Req 2      := 1
Tech Area Req 3       := Imperial Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 6 stormtrooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Stormtrooper Boarding Squads III
Description           := Imperial stormtroopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 416
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 25011
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 3
Tech Area Req 2       := Imperial Infantry
Tech Level Req 2      := 2
Tech Area Req 3       := Imperial Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 9 stormtrooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Stormtrooper Boarding Squads IV
Description           := Imperial stormtroopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 416
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 25011
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 4
Tech Area Req 2       := Imperial Infantry
Tech Level Req 2      := 2
Tech Area Req 3       := Imperial Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 12 stormtrooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Stormtrooper Boarding Squads V
Description           := Imperial stormtroopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 416
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 25011
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 5
Tech Area Req 2       := Imperial Infantry
Tech Level Req 2      := 3
Tech Area Req 3       := Imperial Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 15 stormtrooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Elite Stormtrooper Boarding Squads I 
Description           := Imperial stormtroopers trained on Carida, in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining. (Roleplay tip: Build only on Carida !!)
Pic Num               := 431
Tonnage Space Taken   := 8
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27117
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 1
Tech Area Req 2       := Imperial Infantry
Tech Level Req 2      := 1
Tech Area Req 3       := Imperial Technology
Tech Level Req 3      := 1
Tech Area Req 4       := Imperial Military Academy
Tech Level Req 4      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 5 stormtrooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Elite Stormtrooper Boarding Squads II
Description           := Imperial stormtroopers trained on Carida, in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining. (Roleplay tip: Build only on Carida !!)
Pic Num               := 431
Tonnage Space Taken   := 8
Tonnage Structure     := 10
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27117
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 2
Tech Area Req 2       := Imperial Infantry
Tech Level Req 2      := 1
Tech Area Req 3       := Imperial Technology
Tech Level Req 3      := 1
Tech Area Req 4       := Imperial Military Academy
Tech Level Req 4      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 8 stormtrooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Elite Stormtrooper Boarding Squads III
Description           := Imperial stormtroopers trained on Carida, in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining. (Roleplay tip: Build only on Carida !!)
Pic Num               := 431
Tonnage Space Taken   := 8
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27117
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 3
Tech Area Req 2       := Imperial Infantry
Tech Level Req 2      := 2
Tech Area Req 3       := Imperial Technology
Tech Level Req 3      := 1
Tech Area Req 4       := Imperial Military Academy
Tech Level Req 4      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 11 stormtrooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 11
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Elite Stormtrooper Boarding Squads IV
Description           := Imperial stormtroopers trained on Carida, in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining. (Roleplay tip: Build only on Carida !!)
Pic Num               := 431
Tonnage Space Taken   := 8
Tonnage Structure     := 10
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27117
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 4
Tech Area Req 2       := Imperial Infantry
Tech Level Req 2      := 2
Tech Area Req 3       := Imperial Technology
Tech Level Req 3      := 1
Tech Area Req 4       := Imperial Military Academy
Tech Level Req 4      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 14 stormtrooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Elite Stormtrooper Boarding Squads V
Description           := Imperial stormtroopers trained on Carida, in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining. (Roleplay tip: Build only on Carida !!)
Pic Num               := 431
Tonnage Space Taken   := 8
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27117
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 5
Tech Area Req 2       := Imperial Infantry
Tech Level Req 2      := 3
Tech Area Req 3       := Imperial Technology
Tech Level Req 3      := 1
Tech Area Req 4       := Imperial Military Academy
Tech Level Req 4      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 17 stormtrooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 17
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Rock Outpost
Description           := Materials needed to start a colony on a rock planet.
Pic Num               := 54
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 3000
Cost Organics         := 1500
Cost Radioactives     := 1500
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 26000
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Rock Planet Colonization
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize a rock based planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ice Outpost
Description           := Materials needed to start a colony on an ice planet.
Pic Num               := 114
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 3300
Cost Organics         := 1650
Cost Radioactives     := 1650
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 26001
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ice Planet Colonization
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Colonize Planet - Ice
Ability 1 Descr       := Can colonize an ice based planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Gas Giant Outpost
Description           := Materials needed to start a colony orbiting a gas giant.
Pic Num               := 108
Tonnage Space Taken   := 200
Tonnage Structure     := 200
Cost Minerals         := 6000
Cost Organics         := 3000
Cost Radioactives     := 3000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 26002
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Gas Giant Colonization
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 1
Ability 1 Type        := Colonize Planet - Gas
Ability 1 Descr       := Can colonize a gas giant planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Universal Outpost
Description           := Materials needed to start a colony on any planet.
Pic Num               := 54
Tonnage Space Taken   := 300
Tonnage Structure     := 300
Cost Minerals         := 4000
Cost Organics         := 2000
Cost Radioactives     := 2000
Vehicle Type          := Ship
Supply Amount Used    := 0
Restrictions          := None
General Group         := Colonizing
Family                := 26003
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 4
Tech Area Req 1       := Rock Planet Colonization
Tech Level Req 1      := 1
Tech Area Req 2       := Ice Planet Colonization
Tech Level Req 2      := 1
Tech Area Req 3       := Gas Giant Colonization
Tech Level Req 3      := 1
Tech Area Req 4       := Rebel Technology
Tech Level Req 4      := 1
Number of Abilities   := 3
Ability 1 Type        := Colonize Planet - Rock
Ability 1 Descr       := Can colonize a rock based planet.
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Colonize Planet - Ice
Ability 2 Descr       := Can colonize an ice based planet.
Ability 2 Val 1       := 0
Ability 2 Val 2       := 0
Ability 3 Type        := Colonize Planet - Gas
Ability 3 Descr       := Can colonize a gas giant planet.
Ability 3 Val 1       := 0
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Blaster Cannon
Description           := Fighter mounted blaster.
Pic Num               := 346
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 4
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 26006
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 1
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 1 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 121
Weapon Modifier       := 0
Weapon Sound          := REBELLASER.WAV
Weapon Family         := 2443

Name                  := Double Blaster Cannon
Description           := Fighter mounted blaster.
Pic Num               := 346
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 4
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 26006
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 2
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 2 1 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 121
Weapon Modifier       := 0
Weapon Sound          := REBELLASER.WAV
Weapon Family         := 2443

Name                  := Triple Blaster Cannon
Description           := Fighter mounted blaster.
Pic Num               := 346
Tonnage Space Taken   := 1
Tonnage Structure     := 1
Cost Minerals         := 4
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Fighter
Supply Amount Used    := 1
Restrictions          := None
General Group         := Weapons
Family                := 26006
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Energy Stream Weapons
Tech Level Req 1      := 3
Number of Abilities   := 0
Weapon Type           := Direct Fire
Weapon Target         := Ships\Planets\Ftr\Sat\Drone
Weapon Damage At Rng  := 3 2 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0
Weapon Damage Type    := Normal
Weapon Reload Rate    := 1
Weapon Display Type   := Torp
Weapon Display        := 121
Weapon Modifier       := 0
Weapon Sound          := REBELLASER.WAV
Weapon Family         := 2443

Name                  := Fighter Hangar I
Description           := Area on a starship where fighters are stored for launch.
Pic Num               := 387
Tonnage Space Taken   := 30
Tonnage Structure     := 40
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 26009
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fighters
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 2 fighter can be launched per combat turn and 10 fighters can be launched per game turn.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 10
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 40kT of cargo space.
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Hangar II
Description           := Area on a starship where fighters are stored for launch.
Pic Num               := 387
Tonnage Space Taken   := 30
Tonnage Structure     := 40
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 26009
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fighters
Tech Level Req 1      := 2
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 3 fighter can be launched per combat turn and 15 fighters can be launched per game turn.
Ability 1 Val 1       := 3
Ability 1 Val 2       := 15
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 60kT of cargo space.
Ability 2 Val 1       := 60
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Hangar III
Description           := Area on a starship where fighters are stored for launch.
Pic Num               := 387
Tonnage Space Taken   := 30
Tonnage Structure     := 40
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 26009
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fighters
Tech Level Req 1      := 3
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 4 fighter can be launched per combat turn and 20 fighters can be launched per game turn.
Ability 1 Val 1       := 4
Ability 1 Val 2       := 20
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 80kT of cargo space.
Ability 2 Val 1       := 80
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Hangar IV
Description           := Area on a starship where fighters are stored for launch.
Pic Num               := 387
Tonnage Space Taken   := 30
Tonnage Structure     := 40
Cost Minerals         := 175
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 26009
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fighters
Tech Level Req 1      := 4
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 5 fighter can be launched per combat turn and 25 fighters can be launched per game turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 25
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 100kT of cargo space.
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Hangar V
Description           := Area on a starship where fighters are stored for launch.
Pic Num               := 387
Tonnage Space Taken   := 30
Tonnage Structure     := 40
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 26009
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fighters
Tech Level Req 1      := 5
Tech Area Req 2       := Rebel Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 6 fighter can be launched per combat turn and 30 fighters can be launched per game turn.
Ability 1 Val 1       := 6
Ability 1 Val 2       := 30
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 120kT of cargo space.
Ability 2 Val 1       := 120
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := R1-series Astromech Droid
Description           := Droid that serves as mechanic and co-pilot for a fighter.
Pic Num               := 378
Tonnage Space Taken   := 2
Tonnage Structure     := 6
Cost Minerals         := 20
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Sensors
Family                := 26011
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Droids
Tech Level Req 1      := 1
Tech Area Req 2       := Fighters
Tech Level Req 2      := 2
Tech Area Req 3       := Rebel Technology
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Astromech units can repair some of the damage done to their fighter, being equivalent of a higher resistance to damage (6 pts).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Assists targeting systems giving a 5% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Extra sensor systems help to evade enemy fire. Gives a 5% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Ability 4 Type        := Shield Regeneration
Ability 4 Descr       := Improves energy management redirecting 1 SDB to the shields per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       :=
Weapon Type           := None

Name                  := R2-series Astromech Droid
Description           := Droid that serves as mechanic and co-pilot for a fighter.
Pic Num               := 378
Tonnage Space Taken   := 1
Tonnage Structure     := 4
Cost Minerals         := 25
Cost Organics         := 0
Cost Radioactives     := 12
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Sensors
Family                := 26011
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Droids
Tech Level Req 1      := 2
Tech Area Req 2       := Fighters
Tech Level Req 2      := 2
Tech Area Req 3       := Rebel Technology
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Astromech units can repair some of the damage done to their fighter, being equivalent of a higher resistance to damage (4 pts).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Assists targeting systems giving a 7% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 7
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Extra sensor systems help to evade enemy fire. Gives a 7% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 7
Ability 3 Val 2       := 0
Ability 4 Type        := Shield Regeneration
Ability 4 Descr       := Improves energy management redirecting 1 SDB to the shields per turn.
Ability 4 Val 1       := 1
Ability 4 Val 2       :=
Weapon Type           := None

Name                  := R3-series Astromech Droid
Description           := Droid that serves as mechanic and co-pilot for a fighter.
Pic Num               := 378
Tonnage Space Taken   := 1
Tonnage Structure     := 4
Cost Minerals         := 21
Cost Organics         := 0
Cost Radioactives     := 10
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Sensors
Family                := 26011
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Droids
Tech Level Req 1      := 3
Tech Area Req 2       := Fighters
Tech Level Req 2      := 2
Tech Area Req 3       := Rebel Technology
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Astromech units can repair some of the damage done to their fighter, being equivalent of a higher resistance to damage (4 pts).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Assists targeting systems giving a 10% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 10
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Extra sensor systems help to evade enemy fire. Gives a 10% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 10
Ability 3 Val 2       := 0
Ability 4 Type        := Shield Regeneration
Ability 4 Descr       := Improves energy management redirecting 2 SDB to the shields per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       :=
Weapon Type           := None

Name                  := R4-series Astromech Droid
Description           := Droid that serves as mechanic and co-pilot for a fighter.
Pic Num               := 378
Tonnage Space Taken   := 1
Tonnage Structure     := 5
Cost Minerals         := 17
Cost Organics         := 0
Cost Radioactives     := 9
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Sensors
Family                := 26011
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Droids
Tech Level Req 1      := 4
Tech Area Req 2       := Fighters
Tech Level Req 2      := 2
Tech Area Req 3       := Rebel Technology
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Astromech units can repair some of the damage done to their fighter, being equivalent of a higher resistance to damage (5 pts).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Assists targeting systems giving a 15% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 15
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Extra sensor systems help to evade enemy fire. Gives a 15% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 15
Ability 3 Val 2       := 0
Ability 4 Type        := Shield Regeneration
Ability 4 Descr       := Improves energy management redirecting 2 SDB to the shields per turn.
Ability 4 Val 1       := 2
Ability 4 Val 2       :=
Weapon Type           := None

Name                  := R5-series Astromech Droid
Description           := Droid that serves as mechanic and co-pilot for a fighter.
Pic Num               := 378
Tonnage Space Taken   := 1
Tonnage Structure     := 6
Cost Minerals         := 14
Cost Organics         := 0
Cost Radioactives     := 7
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Sensors
Family                := 26011
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Droids
Tech Level Req 1      := 5
Tech Area Req 2       := Fighters
Tech Level Req 2      := 2
Tech Area Req 3       := Rebel Technology
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Astromech units can repair some of the damage done to their fighter, being equivalent of a higher resistance to damage (6 pts).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Assists targeting systems giving a 17% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 17
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Extra sensor systems help to evade enemy fire. Gives a 17% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 17
Ability 3 Val 2       := 0
Ability 4 Type        := Shield Regeneration
Ability 4 Descr       := Improves energy management redirecting 3 SDB to the shields per turn.
Ability 4 Val 1       := 3
Ability 4 Val 2       :=
Weapon Type           := None

Name                  := R6-series Astromech Droid
Description           := Droid that serves as mechanic and co-pilot for a fighter.
Pic Num               := 378
Tonnage Space Taken   := 1
Tonnage Structure     := 7
Cost Minerals         := 12
Cost Organics         := 0
Cost Radioactives     := 6
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Sensors
Family                := 26011
Roman Numeral         := 6
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Droids
Tech Level Req 1      := 6
Tech Area Req 2       := Fighters
Tech Level Req 2      := 2
Tech Area Req 3       := Rebel Technology
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Astromech units can repair some of the damage done to their fighter, being equivalent of a higher resistance to damage (7 pts).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Assists targeting systems giving a 20% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 20
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Extra sensor systems help to evade enemy fire. Gives a 22% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 22
Ability 3 Val 2       := 0
Ability 4 Type        := Shield Regeneration
Ability 4 Descr       := Improves energy management redirecting 4 SDB to the shields per turn.
Ability 4 Val 1       := 4
Ability 4 Val 2       :=
Weapon Type           := None

Name                  := R7-series Astromech Droid
Description           := Droid that serves as mechanic and co-pilot for a fighter.
Pic Num               := 378
Tonnage Space Taken   := 1
Tonnage Structure     := 8
Cost Minerals         := 10
Cost Organics         := 0
Cost Radioactives     := 5
Vehicle Type          := Fighter
Supply Amount Used    := 0
Restrictions          := One Per Vehicle
General Group         := Sensors
Family                := 26011
Roman Numeral         := 7
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Droids
Tech Level Req 1      := 7
Tech Area Req 2       := Fighters
Tech Level Req 2      := 2
Tech Area Req 3       := Rebel Technology
Tech Level Req 3      := 1
Number of Abilities   := 4
Ability 1 Type        := Armor
Ability 1 Descr       := Astromech units can repair some of the damage done to their fighter, being equivalent of a higher resistance to damage (8 pts).
Ability 1 Val 1       := 0
Ability 1 Val 2       := 0
Ability 2 Type        := Combat To Hit Offense Plus
Ability 2 Descr       := Assists targeting systems giving a 22% attack bonus in combat (only 1 component per ship effective).
Ability 2 Val 1       := 22
Ability 2 Val 2       := 0
Ability 3 Type        := Combat To Hit Defense Plus
Ability 3 Descr       := Extra sensor systems help to evade enemy fire. Gives a 20% defense bonus in combat (only 1 component per ship effective).
Ability 3 Val 1       := 20
Ability 3 Val 2       := 0
Ability 4 Type        := Shield Regeneration
Ability 4 Descr       := Improves energy management redirecting 5 SDB to the shields per turn.
Ability 4 Val 1       := 5
Ability 4 Val 2       :=
Weapon Type           := None

Name                  := Rebel Boarding Squads I
Description           := Rebel troopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 419
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 26012
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Infantry
Tech Level Req 2      := 1
Tech Area Req 3       := Rebel Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 2 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Rebel Boarding Squads II
Description           := Rebel troopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 419
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 26012
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 2
Tech Area Req 2       := Rebel Infantry
Tech Level Req 2      := 1
Tech Area Req 3       := Rebel Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 5 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Rebel Boarding Squads III
Description           := Rebel troopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 419
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 26012
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 3
Tech Area Req 2       := Rebel Infantry
Tech Level Req 2      := 2
Tech Area Req 3       := Rebel Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 8 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Rebel Boarding Squads IV
Description           := Rebel troopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 419
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 26012
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 4
Tech Area Req 2       := Rebel Infantry
Tech Level Req 2      := 2
Tech Area Req 3       := Rebel Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 10 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Rebel Boarding Squads V
Description           := Rebel troopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 419
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 26012
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 5
Tech Area Req 2       := Rebel Infantry
Tech Level Req 2      := 3
Tech Area Req 3       := Rebel Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 14 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mon Calamari Boarding Squads I
Description           := Mon Calamari troopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 445
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 26012
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Infantry
Tech Level Req 2      := 1
Tech Area Req 3       := Rebel, Mon Calamari add
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 2 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mon Calamari Boarding Squads II
Description           := Mon Calamari troopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 445
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 26012
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 2
Tech Area Req 2       := Rebel Infantry
Tech Level Req 2      := 1
Tech Area Req 3       := Rebel, Mon Calamari add
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 5 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mon Calamari Boarding Squads III
Description           := Mon Calamari troopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 445
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 26012
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 3
Tech Area Req 2       := Rebel Infantry
Tech Level Req 2      := 2
Tech Area Req 3       := Rebel, Mon Calamari add
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 8 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mon Calamari Boarding Squads IV
Description           := Mon Calamari troopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 445
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 26012
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 4
Tech Area Req 2       := Rebel Infantry
Tech Level Req 2      := 2
Tech Area Req 3       := Rebel, Mon Calamari add
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 10 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Mon Calamari Boarding Squads V
Description           := Mon Calamari troopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 445
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 26012
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 5
Tech Area Req 2       := Rebel Infantry
Tech Level Req 2      := 3
Tech Area Req 3       := Rebel, Mon Calamari add
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 14 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bothan Boarding Squads I
Description           := Bothan troopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 448
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 26012
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 1
Tech Area Req 2       := Rebel Infantry
Tech Level Req 2      := 1
Tech Area Req 3       := Rebel, Bothan add
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 2 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bothan Boarding Squads II
Description           := Bothan troopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 448
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 250
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 26012
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 2
Tech Area Req 2       := Rebel Infantry
Tech Level Req 2      := 1
Tech Area Req 3       := Rebel, Bothan add
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 5 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 5
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bothan Boarding Squads III
Description           := Bothan troopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 448
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 300
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 26012
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 3
Tech Area Req 2       := Rebel Infantry
Tech Level Req 2      := 2
Tech Area Req 3       := Rebel, Bothan add
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 8 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 8
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bothan Boarding Squads IV
Description           := Bothan troopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 448
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 350
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 26012
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 4
Tech Area Req 2       := Rebel Infantry
Tech Level Req 2      := 2
Tech Area Req 3       := Rebel, Bothan add
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 10 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Bothan Boarding Squads V
Description           := Bothan troopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 448
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 400
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 26012
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 5
Tech Area Req 2       := Rebel Infantry
Tech Level Req 2      := 3
Tech Area Req 3       := Rebel, Bothan add
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 14 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 14
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Wookiee Boarding Squads I
Description           := Wookiees trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 462
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27023
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 1
Tech Area Req 2       := Wookiees
Tech Level Req 2      := 1
Tech Area Req 3       := Rebel Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 4 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 4
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Wookiee Boarding Squads II
Description           := Wookiees troopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 462
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27023
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 2
Tech Area Req 2       := Wookiees
Tech Level Req 2      := 1
Tech Area Req 3       := Rebel Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 7 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 7
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Wookiee Boarding Squads III
Description           := Wookiees troopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 462
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 300
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27023
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 3
Tech Area Req 2       := Wookiees
Tech Level Req 2      := 1
Tech Area Req 3       := Rebel Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 10 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 10
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Wookiee Boarding Squads IV
Description           := Wookiees troopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 462
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 350
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27023
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 4
Tech Area Req 2       := Wookiees
Tech Level Req 2      := 1
Tech Area Req 3       := Rebel Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 12 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Wookiee Boarding Squads V
Description           := Wookiees troopers trained in boarding enemy ships and taking them over. Boarding parties can only capture ships which have no shields remaining.
Pic Num               := 462
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 5
Restrictions          := None
General Group         := Weapons
Family                := 27023
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 3
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 5
Tech Area Req 2       := Wookiees
Tech Level Req 2      := 1
Tech Area Req 3       := Rebel Technology
Tech Level Req 3      := 1
Number of Abilities   := 2
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 16 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 16
Ability 1 Val 2       := 0
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 5kT worth of cargo space.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Noghri Death Commando's I
Description           := Noghri Death Commando's.
Pic Num               := 465
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 200
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 27030
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 1
Tech Area Req 2       := Noghri Death Commando's
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 3 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 3
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Provides 1 trooper sections for defensive combat.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 0
Ability 3 Type        := Cargo Storage
Ability 3 Descr       := Provides 5kT worth of cargo space.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Noghri Death Commando's II
Description           := Noghri Death Commando's.
Pic Num               := 465
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 250
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 27030
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 2
Tech Area Req 2       := Noghri Death Commando's
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 6 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 6
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Provides 2 trooper sections for defensive combat.
Ability 2 Val 1       := 2
Ability 2 Val 2       := 0
Ability 3 Type        := Cargo Storage
Ability 3 Descr       := Provides 5kT worth of cargo space.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Noghri Death Commando's III
Description           := Noghri Death Commando's.
Pic Num               := 465
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 300
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 27030
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 3
Tech Area Req 2       := Noghri Death Commando's
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 9 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 9
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Provides 3 trooper sections for defensive combat.
Ability 2 Val 1       := 3
Ability 2 Val 2       := 0
Ability 3 Type        := Cargo Storage
Ability 3 Descr       := Provides 5kT worth of cargo space.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Noghri Death Commando's IV
Description           := Noghri Death Commando's.
Pic Num               := 465
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 350
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 27030
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 4
Tech Area Req 2       := Noghri Death Commando's
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 12 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 12
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Provides 4 trooper sections for defensive combat.
Ability 2 Val 1       := 4
Ability 2 Val 2       := 0
Ability 3 Type        := Cargo Storage
Ability 3 Descr       := Provides 5kT worth of cargo space.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Noghri Death Commando's V
Description           := Noghri Death Commando's.
Pic Num               := 465
Tonnage Space Taken   := 10
Tonnage Structure     := 10
Cost Minerals         := 50
Cost Organics         := 400
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Weapons
Family                := 27030
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Ship Capture
Tech Level Req 1      := 5
Tech Area Req 2       := Noghri Death Commando's
Tech Level Req 2      := 1
Number of Abilities   := 3
Ability 1 Type        := Boarding Attack
Ability 1 Descr       := Provides 15 shock trooper sections for boarding combat (all boarding parties on ship can be used for attack or defense).
Ability 1 Val 1       := 15
Ability 1 Val 2       := 0
Ability 2 Type        := Boarding Defense
Ability 2 Descr       := Provides 5 trooper sections for defensive combat.
Ability 2 Val 1       := 5
Ability 2 Val 2       := 0
Ability 3 Type        := Cargo Storage
Ability 3 Descr       := Provides 5kT worth of cargo space.
Ability 3 Val 1       := 5
Ability 3 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Hangar I
Description           := Area on a starship where fighters are stored for launch.
Pic Num               := 387
Tonnage Space Taken   := 30
Tonnage Structure     := 40
Cost Minerals         := 100
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 27004
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fighters
Tech Level Req 1      := 1
Tech Area Req 2       := Jabba's Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 5 fighter can be launched per combat turn and 5 fighters can be launched per game turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 5
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 40kT of cargo space.
Ability 2 Val 1       := 40
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Hangar II
Description           := Area on a starship where fighters are stored for launch.
Pic Num               := 387
Tonnage Space Taken   := 30
Tonnage Structure     := 40
Cost Minerals         := 125
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 27004
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fighters
Tech Level Req 1      := 2
Tech Area Req 2       := Jabba's Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 5 fighter can be launched per combat turn and 5 fighters can be launched per game turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 5
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 60kT of cargo space.
Ability 2 Val 1       := 60
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Hangar III
Description           := Area on a starship where fighters are stored for launch.
Pic Num               := 387
Tonnage Space Taken   := 30
Tonnage Structure     := 40
Cost Minerals         := 150
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 27004
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fighters
Tech Level Req 1      := 3
Tech Area Req 2       := Jabba's Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 5 fighter can be launched per combat turn and 5 fighters can be launched per game turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 5
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 80kT of cargo space.
Ability 2 Val 1       := 80
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Hangar IV
Description           := Area on a starship where fighters are stored for launch.
Pic Num               := 387
Tonnage Space Taken   := 30
Tonnage Structure     := 40
Cost Minerals         := 175
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 27004
Roman Numeral         := 4
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fighters
Tech Level Req 1      := 4
Tech Area Req 2       := Jabba's Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 5 fighter can be launched per combat turn and 5 fighters can be launched per game turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 5
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 100kT of cargo space.
Ability 2 Val 1       := 100
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Fighter Hangar V
Description           := Area on a starship where fighters are stored for launch.
Pic Num               := 387
Tonnage Space Taken   := 30
Tonnage Structure     := 40
Cost Minerals         := 200
Cost Organics         := 0
Cost Radioactives     := 0
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Unit Launch
Family                := 27004
Roman Numeral         := 5
Custom Group          := 0
Number of Tech Req    := 2
Tech Area Req 1       := Fighters
Tech Level Req 1      := 5
Tech Area Req 2       := Jabba's Technology
Tech Level Req 2      := 1
Number of Abilities   := 2
Ability 1 Type        := Launch/Recover Fighters
Ability 1 Descr       := Can launch and recover fighters from space. 5 fighter can be launched per combat turn and 5 fighters can be launched per game turn.
Ability 1 Val 1       := 5
Ability 1 Val 2       := 5
Ability 2 Type        := Cargo Storage
Ability 2 Descr       := Provides 120kT of cargo space.
Ability 2 Val 1       := 120
Ability 2 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners I
Description           := Small autonomous robots which can mine asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 451
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 600 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners II
Description           := Small autonomous robots which can mine asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 451
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1250
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 700 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Miners III
Description           := Small autonomous robots which can mine asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 451
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1500
Cost Organics         := 0
Cost Radioactives     := 200
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 30
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Minerals Extraction
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Minerals
Ability 1 Descr       := Automatically mines 800 minerals from any asteroids or empty planets at those coordinates each turn. Only one ship can mine a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers I
Description           := Small autonomous robots which can farm asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 453
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 100
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 600 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers II
Description           := Small autonomous robots which can farm asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 453
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 750
Cost Organics         := 100
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 700 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Farmers III
Description           := Small autonomous robots which can farm asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 453
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 100
Cost Radioactives     := 100
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 31
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Organics Extraction
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Organics
Ability 1 Descr       := Automatically farms 800 organics from any asteroids or empty planets at those coordinates each turn. Only one ship can farm a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors I
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 452
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 500
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 1
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 1
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 600 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 600
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors II
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 452
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 750
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 2
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 2
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 700 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 700
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Robo - Rad Extractors III
Description           := Small autonomous robots which can extract radioactives from asteroids or empty planets remotely, but it will decrease their value permanently. 
Pic Num               := 452
Tonnage Space Taken   := 100
Tonnage Structure     := 100
Cost Minerals         := 1000
Cost Organics         := 0
Cost Radioactives     := 250
Vehicle Type          := Ship\Base\Sat
Supply Amount Used    := 100
Restrictions          := None
General Group         := Remote Mining
Family                := 32
Roman Numeral         := 3
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Radioactives Extraction
Tech Level Req 1      := 3
Number of Abilities   := 1
Ability 1 Type        := Remote Resource Generation - Radioactives
Ability 1 Descr       := Automatically extracts 800 radioactives from any asteroids or empty planets at those coordinates each turn. Only one ship can extract from a location each turn.
Ability 1 Val 1       := 800
Ability 1 Val 2       := 0
Weapon Type           := None

Name                  := Ring World Placement Generator
Description           := Provides the gravitational matrix needed to assemble a ring world.
Pic Num               := 169
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 50000
Cost Organics         := 50000
Cost Radioactives     := 50000
Vehicle Type          := Ship\Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 139
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 3
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a ringworld around a star.
Ability 1 Val 1       := 1
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 10000kT of Gravity Plating present at location.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 10000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 10000kT of Hyper-Dense Cables present at location.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 10000
Weapon Type           := None

Name                  := Sphere World Placement Generator
Description           := Provides the gravitational matrix needed to assemble a sphere world.
Pic Num               := 178
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 50000
Cost Organics         := 50000
Cost Radioactives     := 50000
Vehicle Type          := Ship\Base
Supply Amount Used    := 800
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 140
Roman Numeral         := 0
Custom Group          := 0
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 8
Number of Abilities   := 3
Ability 1 Type        := Create Constructed Planet
Ability 1 Descr       := Will create a sphereworld around a star.
Ability 1 Val 1       := 2
Ability 1 Val 2       := 0
Ability 2 Type        := Constructed Planet Requirements
Ability 2 Descr       := Must have 20000kT of Gravity Plating present at location.
Ability 2 Val 1       := 1
Ability 2 Val 2       := 20000
Ability 3 Type        := Constructed Planet Requirements
Ability 3 Descr       := Must have 20000kT of Hyper-Dense Cables present at location.
Ability 3 Val 1       := 2
Ability 3 Val 2       := 20000
Weapon Type           := None

Name                  := Planetary Gravity Plating
Description           := Provides the ground material used in artificial planet construction.
Pic Num               := 211
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 10000
Cost Organics         := 10000
Cost Radioactives     := 10000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 141
Roman Numeral         := 0
Custom Group          := 1
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := None

Name                  := Hyper - Density Cables
Description           := Provides the infrastructure for holding ground material used in artificial planet construction.
Pic Num               := 245
Tonnage Space Taken   := 2000
Tonnage Structure     := 2000
Cost Minerals         := 10000
Cost Organics         := 10000
Cost Radioactives     := 10000
Vehicle Type          := Ship\Base
Supply Amount Used    := 0
Restrictions          := None
General Group         := Stellar Manipulation
Family                := 142
Roman Numeral         := 0
Custom Group          := 2
Number of Tech Req    := 1
Tech Area Req 1       := Stellar Manipulation
Tech Level Req 1      := 5
Number of Abilities   := 0
Weapon Type           := None
  
======================================================================================= 
*END* 
======================================================================================= 
