#Primary Weapons

$Name:		@Subach HL-7
+nocreate
	+Description:					XSTR("
	Standard Issue
	Low Energy Use
	", -1 )
$end_multi_text
	+Tech Description:				XSTR( "The Subach-Innes HL-7 is a xaser weapon, firing a bolt of coherent plasma both excited by and continuously emitting x-ray light. Until the Shivans appeared with their shield technology, these weapons were considered an unnecessary and costly extravagance. But Great War dogfights against Shivan craft quickly taught the Allies that their ships didn't stand a chance unless they could punch through shields. The HL-7 was the standard issue fighter-grade weapon during the Second Shivan Incursion. It has been supplanted by the Balor cannon.
", -1 )
$end_multi_text
$Turret Name: Xaser Turret
$Damage Type: 						NormalWeapon
$Detonation Range:			900
$Lifetime:					2.2
+Weapon Range:				900


$Name:		@Subach HL-D
+nocreate
$Damage Type: 						NormalWeapon
$Detonation Range:			900
$Lifetime:					2.2
+Weapon Range:				900


$Name:		@Mekhu HL-7
+nocreate
	+Description:					XSTR("
	Standard Issue
	Low Energy Use
	Enhanced Rate of Fire
	", -1 )
$end_multi_text
	+Tech Description:				XSTR( "A Vasudan variant of the Subach HL-7 design with enhanced rate of fire and range, at the cost of per-shot damage. This design met Vasudan requirements for better long-range attack during the Second Shivan Incursion, but the Balor cannon rendered it obsolete.
", -1 )
$end_multi_text
$Turret Name: Xaser Turret
$Damage Type: 						NormalWeapon
$Detonation Range:			970
$Lifetime:					2.2
+Weapon Range:				970


$Name:		@Mekhu HL-7D
+nocreate
$Damage Type: 						NormalWeapon
$Detonation Range:			970
$Lifetime:					2.2
+Weapon Range:				970


$Name:		@Akheton SDG
+nocreate
	+Description:					XSTR("
	Subsystem Disruptor
	No Hull Damage
	", -1 )
$end_multi_text
	+Tech Description:				XSTR( "During Reconstruction, the Akheton was the Alliance's most vital tactical weapon. A descendant of the GTW-41x Advanced Disruptor, the Akheton induces extremely powerful current in the target, ineffective against armor and hull mass but capable of destroying delicate subsystems. The Akheton remains in service as part of the Alliance's HESTIA imperative, the counter-insurgency and policing of civilian space, but in the tactical space it has largely been supplanted by the Maxim massdriver. Modern Akheton variants are commonly down-charged, so that any damage inflicted on a targeted civilian craft is more easily repaired.
", -1 )
$end_multi_text
$Turret Name: Disruptor
$Damage Type: 						PunctureWeapon
$Detonation Range:			750
$Lifetime:					2.2
+Weapon Range:				750

$Name:		@Morning Star
+nocreate
	+Description:					XSTR("
	Anti-Bomb Weapon
	Long Range, High Velocity
	Proximity Detonation
	", -1 )
$end_multi_text
	+Tech Description:				XSTR( "Commissioned during the Second Shivan Incursion, the Morning Star is a tactical weapon designed to disrupt and degrade enemy bomber formations. With superb range and velocity and a shockwave effect on jacket collapse, the Morningstar excels at warhead intercept.
", -1 )
$end_multi_text
$Turret Name: Proximity Gun
@Laser Bitmap: railgunbitmap
@Laser Glow: railgunglow
@Laser Color: 100, 100, 250
@Laser Color2: 0, 0, 250
@Laser Length: 20.0 
@Laser Head Radius: 1
@Laser Tail Radius: 1
$Mass:										0.5
$Velocity:									900.0									;; speed of the weapon (initially) -- may or may not change
$Damage Type: 						NormalWeapon
$Detonation Range:					1980
$Detonation Radius:					15
$Blast Force:						10
$Inner Radius:						15
$Outer Radius:						25
$Shockwave Speed:					0 ;this used to be 50
$Armor Factor:								0.7
$Shield Factor:								1.0
$Subsystem Factor:							0.1
$Lifetime:									2.22										;; How long this thing lives
$Energy Consumed:							0.25
$launchsnd:									morningstar
+Weapon Range:				1980	
$Flags:                                ( "player allowed" "stream" "ciws" "particle spew" )
$Impact Explosion: blueblast
$Impact Explosion Radius: 10
$Muzzleflash: RailMuzzle
$Pspew:
	+Index: 0
	+Count: 	1
	+Time: 		10
	+Vel: 		-0.03
	+Radius: 	0.4
	+Scale: 	0.15
	+Bitmap:	akhetonring

$Name:		@MorningStar D
+nocreate
$Damage Type: 						NormalWeapon
$Detonation Range:			2000
$Lifetime:					2.2
+Weapon Range:				2000


$Name:		Prometheus R
+nocreate
	+Description:					XSTR("
	High-Alpha Cannon
	Technologically Limited
	", -1 )
$end_multi_text
	+Tech Description:				XSTR( "The Prometheus retrofit was an attempt to manufacture the mighty Prometheus cannon without access to the technological and industrial base of Sol. Shortages of vital materials were used as a public excuse for simple failure of institutional knowledge - after an awkward attempt to hybridize technology from the older Banshee cannon, the Prometheus R failed to perform to acceptable specifications due to huge issues with the onboard power supply. The weapon could not outperform the Subach HL-7. This proved a mild boon when thousands of units were seized by the NTF Rebellion, stranding them with a cheap but only marginally effective primary weapon. Conspiracy theorists often seize on this as proof that the NTF was a GTVI false-flag operation to disrupt Vasudan economy superiority.", -1 )
$end_multi_text
$Turret Name: Plasma Turret
$Velocity:				550
$Damage:                               20
$Damage Type: 						NormalWeapon
$Detonation Range:	1100
$Armor Factor:									1.5
$Shield Factor:								1.0
$Lifetime:					2.2
+Weapon Range:				1100

$Name:		Prometheus S
+nocreate
	+Description:					XSTR("
	High Damage
	Long Range
	Mainstay Modern Cannon
	", -1 )
$end_multi_text
	+Tech Description:				XSTR( "A beacon of defiance during the Great War, the Prometheus cannon has served Alliance pilots for fifty years - and will continue to serve for many more. Powered by a fusion cell, the Prometheus uses a radar/lidar suite to analyze the target, determine weaknesses, and package a plasma round for maximum effect. Superb range and single-shot damage make the Prometheus an ace's favorite weapon, since it can make good snapshots against rapidly maneuvering targets.
", -1 )
$end_multi_text
$Turret Name: Plasma Turret
$Damage Type: 						NormalWeapon
$Detonation Range:			1500	
$Lifetime:					2.2
+Weapon Range:				1500


$Name:		Prometheus D
+nocreate
$Turret Name: Plasma Turret
$Damage Type: 						NormalWeapon
$Detonation Range:			900	
$Lifetime:					2.2
+Weapon Range:				900


$Name:		Maxim
+nocreate
	+Description:					XSTR("
	Long Range
	Massive Hull Damage
	Requires Ammo
	", -1 )
$end_multi_text
	+Tech Description:				XSTR( "A child of Reconstruction-era advances in metallurgy and conventional explosives, the Maxim is a caseless, smoothbore autocannon capable of devastating armor from extreme range. Ballistic weapons fell out of favor during the 14 Year War because they underperformed compared to jacketed plasma weapons, and the rise of fighter-grade shields seemed to put the last bullet through the concept. But the rise of warship-grade beam weapons, combined with newer, more sophisticated rounds, created a requirement for long-range attacks against warship hulls and turrets. The Maxim now serves as a cornerstone of Alliance tactics, with heavy assault wings trained to mob targets and strip their turrets from beyond their range of reply. Enormous ammunition and power requirements and the need for barrel changes after every 4000 rounds fired prevent the Maxim from being deployed aboard warship turrets in most cases, and in any case, the design relies on the firing platform's ability to reposition. Maxim rounds shear apart ineffectively on shields.
", -1 )
$end_multi_text
$Turret Name: Maxim Turret
$Damage Type: 						MaximWeapon
$Cargo Size:					0.02
+Weapon Range:				3600
$Flags:                                ( "player allowed" "ballistic" "shudder" "stream")


$Name:		Maxim D
+nocreate
$Turret Name: Maxim Turret
$Damage Type: 						NormalWeapon


$Name:		UD-8 Kayser
+nocreate
	+Description:					XSTR("
	Experimental Weapon
	High Damage
	High Power Draw
	", -1 )
$end_multi_text
	+Tech Description:				XSTR( "Based directly on Shivan weapons technology, the Kayser's exact mechanism is highly classified - perhaps because of its ramifications for the potentially explosive growth of Shivan lethality. Although described to pilots as a powerful, short-range particle cannon, the Kayser is in fact more like a quantum safecracker. The device fires constellations of subatomic particles entangled and suspended in a state of quantum uncertainty. When the constellation strikes a target, an unknown interior feedback mechanism collapses the constellation into a state lethally attuned to the target's structure. Damage is inflicted by sprays of virtual particles that emerge from the quantum vacuum. Shivan weapon examples used this mechanism, but ineffectively, and Alliance technicians were able to apply a set of filters which clamp the possible outputs to a narrower range. Further refinement of the target range created the efficient Balor next-generation cannon.
", -1 )
$end_multi_text
$Turret Name: UD-8 Turret
$Damage Type: 						NormalWeapon
$Detonation Range:			975
$Lifetime:					1.65
$launchsnd:					Kayser
+Weapon Range:				975
$Flags:                                ( "player allowed" "cycle" )


$Name:		UD-D Kayser
+nocreate
$Turret Name: UD-8 Turret
$Damage Type: 						NormalWeapon
$Detonation Range:			975
$Lifetime:					1.65
+Weapon Range:				975


$Name:		Circe
+nocreate
	+Description:					XSTR("
	Shield Breaker
	No Hull Damage
	", -1 )
$end_multi_text
	+Tech Description:				XSTR( "The Circe tactical weapon bombards the target with highly variant electromagnetic emissions jacketed in a plasma shell, interfering with the shield's ability to transfer power across the geometry. Feedback mechanisms monitor the shield's emissions to maximize damage. Devastating against shielded targets, the Circe became a mainstay weapon against the Shivans, and it remains in wide production - in part because its mechanisms are simple and robust.", -1 )
$end_multi_text
$Turret Name: EM Turret
@Laser Bitmap: disruptorneedle2
@Laser Glow: disruptorneedleglow
@Laser Color: 150, 150, 250 
@Laser Color2: 200, 0, 250
@Laser Length: 12.0 
@Laser Head Radius: 1
@Laser Tail Radius: 1
$Collision Radius Override: 4.0
$Mass:                                 0.2
$Velocity:                             770.0                           ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                   	        0.4                             ;; in seconds
$Damage:                               65                                      ;;      Note, as a puncture weapon, hull damage is reduced by 75%.  Base amount done to subsystems.
$Damage Type: 						NormalWeapon
$Armor Factor:									0.0
$Shield Factor:								1.2
$Subsystem Factor:							0.4
$Lifetime:                             3.0
$Energy Consumed:								0.6
+Weapon Range: 			2310
$Flags:				( "player allowed" "particle spew" )
$Impact Effect: DisruptorPierce2
$Muzzleflash: DisruptorMuzzle2
$Pspew:
+Type: Default
+Count: 1
+Time: 8
+Vel: 0.1
+Radius: 0.5
+Scale: 0.0
+Bitmap: DisruptorRing


$Name:		Lamprey
+nocreate
	+Description:					XSTR("
	Tactical Weapon
	Energy Drain
	Stuns Turrets
	", -1 )
$end_multi_text
	+Tech Description:				XSTR( "The orphan of the GTVA's Capella-era tactical weapons suite, the Lamprey is a cousin of the Circe designed to disrupt onboard power systems and cause catastrophic failures. In practice, it could not reliably overwhelm the hardened systems of military warcraft. Recent refits have improved the Lamprey's induction capabilities, and in theory it should now be able to disrupt afterburners, weapons, and turret-mounted guns. Pilots believe that simply shooting the target down remains more pragmatic.
", -1 )
$end_multi_text
$Velocity:                             750.0                           ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                            0.3                             ;; in seconds
$Damage:                               28                                      ;;      Note, as a puncture weapon, hull damage is reduced by 75%.  Base amount done to subsystems.
$Damage Type: 						NormalWeapon
$Shield Factor:								1.2
$Subsystem Factor:							0.6
$Lifetime:			2.0
+Weapon Range: 			1500
$Flags:				( "player allowed" "esuck" "particle spew" )
+Override
$Leech Weapon:			35
$Leech Afterburner:		600
$Electronics:				
			+New Style:
			+Lifetime:     5000
			+Engine Multiplier: 1
			+Weapon Multiplier: 2
			+Beam Turret Multiplier: 2
			+Randomness Time:	1000
$Pspew:
+Index: 0
	+Count:		1
	+Time:		24
	+Vel:		0.32
	+Radius:	0.95
	+Life:		0.2
	+Scale:		0.47
	+Bitmap:	Lamprey_Particle
$Pspew:
+Index: 1
+Remove
$Pspew:
+Index: 2
+Remove
$Pspew:
+Index: 3
+Remove

$Name:		@Training
+nocreate
$Turret Name: Laser Turret
$Damage Type: 						NormalWeapon
$Detonation Range:			800
$Lifetime:					4.4
+Weapon Range:				800


$Name:		@Vasudan Light Laser
+nocreate
$Turret Name: Laser Turret
$Damage Type: 						NormalWeapon
$Detonation Range:			900
$Lifetime:					3.3
+Weapon Range:				900


$Name:		Shivan Light Laser
+nocreate
	+Tech Title:			XSTR( "Shivan Light Laser", -1 )
	+Tech Description:		XSTR( "Shivan weapon systems fire particle bursts with complex effects. Kinetic and thermal damage is the primary means of attack, but the weapons are not of sufficient power to match Alliance fighter-mounted equivalents.  Strangely, Shivan weapons appear to contain sophisticated quantum computational systems which allow the burst to be programmed on the atomic level. The resultant attack can actually alter the probabilistic waveforms of baryonic matter and trigger zero-point energy microbursts. This system is used by the UD-8 Kayser to devastating effect. Puzzlingly, however, the system appears to be disabled in Shivan weapons.", -1 )
$end_multi_text
$Turret Name: Light Laser
$Damage Type: 						NormalWeapon
$Detonation Range:			900
$Lifetime:					2.2
+Weapon Range:				900


$Name:		Shivan Heavy Laser
+nocreate
	+Tech Title:			XSTR( "Shivan Heavy Laser", -1 )
	+Tech Description:		XSTR( "Shivan fighter weapons are qualitatively inferior in performance to their Alliance counterparts. Yet analysis of captured specimens has revealed that these weapons are incredibly sophisticated on the technological level, capable of yields that match or exceed the GTVA's best weapons systems. Why are Shivan weapons performing below their maximum specification?  Some have postulated that the Shivans are intentionally holding back, but the merciless nature of the past two Shivan incursions renders this hypothesis unlikely. GTVI analysis continues.", -1 )
$end_multi_text
$Turret Name: Heavy Laser
$Damage Type: 						NormalWeapon
$Detonation Range:			950
$Lifetime:					2.2
+Weapon Range:				950


$Name:		Shivan Mega Laser
+nocreate
	+Tech Title:			XSTR( "Shivan Mega Laser", -1 )
	+Tech Description:		XSTR( "In recent years, elements of GTVI have suggested that the unused capabilities of Shivan weapons systems are analogous to the stretches of noncoding DNA present in the human and Vasudan genomes. In this hypothesis, the excess capabilities of Shivan weapons technologies are latent, awaiting a selective pressure that will activate them. Yet the Shivans clearly display intelligent, goal-directed behavior - why would they build weapons and then find themselves unable to use them to their full potential? This apparent paradox has yet to be resolved.", -1 )
$end_multi_text
$Turret Name: Mega Laser
$Damage Type: 						NormalWeapon
$Detonation Range:			600
$Lifetime:					1.65
+Weapon Range:				600


$Name:		Balor
	+Title:							XSTR( "Balor", -1 )
	+Description:					XSTR("
	Very High Fire Rate
	Energy Efficient
	Production Variant Kayser
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Balor", -1 )
	+Tech Anim:						Tech_Subach_HL-7
	+Tech Description:				XSTR( "The Balor particle cannon is a production derivative of the UD-8 Kayser technology, optimized for low energy usage and high rate of fire. Developed by a collaborative crash program between the Akheton Corporation and Triton Dynamics, the Balor is designed to give GTVA fighters flexible, sustained firepower, capable of engaging nimble Shivan light fighters and massive bombers alike. The Balor's design reflects the bloody lessons of Capella - its high rate of fire allows it to excel at warhead intercept. Produced in massive numbers even during the post-war economic collapse, the high-compatibility Balor is now used in every Terran fighter squadron of the GTVA. The Balor was the first result of the post-Capella Threat Exigency Initiative.", -1 )
$end_multi_text
$Turret Name: Balor Turret
$Tech Model:            			GTW_Balor.pof
$Model File:           				none
$External Model File:   			GTW_Balor.pof
@Laser Bitmap:						Balor
@Laser Glow:						Subach_Glow
@Laser Color:						250, 250, 250
@Laser Color2:						150, 150, 150
@Laser Length:						10.0
@Laser Head Radius:					0.90
@Laser Tail Radius:					0.90
$Mass:								0.2
$Velocity:							750.0
$Fire Wait:							0.2
$Damage:							16
$Damage Type: 						NormalWeapon
$Detonation Range:					1125
$Armor Factor:						0.905
$Shield Factor:						1.1
$Subsystem Factor:					0.4
$Lifetime:							1.6
$Energy Consumed:					0.25
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							balor
$ImpactSnd:							85
+Weapon Range:						1125
$Flags: 							( "player allowed" "cycle" )
$Impact Explosion: 					MS_Impact
$Impact Explosion Radius: 			1.8
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			0.9
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						BP_Cmuzzle_tiny


$Name:		Balrog
	+Title:							XSTR( "Balrog", -1 )
	+Description:					XSTR("
	Very High ROF
	Kayser Derivative
	Next-Generation Primary
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Balrog", -1 )
	+Tech Anim:						Tech_Subach_HL-7
	+Tech Description:				XSTR( "The Balrog is a heavy variant of the Balor just entering its OpEval period. It is intended to serve as a heavy general-purpose weapon, exploiting next-generation power systems.", -1 )
$end_multi_text
$Turret Name: Balrog Turret
$Tech Model:            			GTW_Balrog.pof
$Model File:           				none
$External Model File:   			GTW_Balrog.pof
@Laser Bitmap:						Balor
@Laser Glow:						Subach_Glow
@Laser Color:						250, 250, 250
@Laser Color2:						150, 150, 150
@Laser Length:						10.0
@Laser Head Radius:					0.90
@Laser Tail Radius:					0.90
$Mass:								0.2
$Velocity:							750.0
$Fire Wait:							0.2
$Damage:							22
$Damage Type: 						NormalWeapon
$Detonation Range:					1125
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.4
$Lifetime:							1.83
$Energy Consumed:					1.0
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							balor
$ImpactSnd:							85
+Weapon Range:						1125
$Flags: 							( "player allowed" "cycle" )
$Impact Explosion: 					MS_Impact
$Impact Explosion Radius: 			1.8
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			0.9
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						BP_Cmuzzle_tiny


$Name: 		Vulcan
	+Title: 						XSTR( "Vulcan", -1 )
	+Description: 					XSTR("
	Standard Issue, High Velocity
	Anti-Armor Weapon
	Energy Efficient
	", -1 )
$end_multi_text
	+Tech Title: 					XSTR( "Vulcan", -1 )
	+Tech Anim: 					none
	+Tech Description: 				XSTR( "A Shekar-Johnson Weapons product, produced for a Fleet Systems requirement for a cheap, modular intercept weapon during the Isolation. Commissioned as the SCWS-1 Vulcan. Light repeating plasma weapon, excellent at intercepting warheads. Pilots must track and sustain fire on shielded targets. Produced widely across the solar system and even back-engineered and reproduced in the Gaian Effort's Kuiper installations.", -1 )
$end_multi_text
$Turret Name: Vulcan Turret
$Tech Model:            			UEW_Vulcan.pof
$Model File:           				none
$External Model File:   			UEW_Vulcan.pof
@Laser Bitmap: 						Vulcan01
@Laser Glow: 						Subach_Glow
@Laser Color:						0, 66, 109
@Laser Color2:						0, 66, 96
@Laser Length: 						6.0
@Laser Head Radius: 				0.80
@Laser Tail Radius: 				0.80
$Mass: 								0.2
$Velocity: 							1000.0
$Fire Wait: 						0.2
$Damage: 							14
$Damage Type: 						NormalWeapon
$Detonation Range:					1000
$Armor Factor: 						1.4
$Shield Factor: 					0.8
$Subsystem Factor: 					0.3
$Lifetime: 							1.1
$Energy Consumed: 					0.2
$Cargo Size: 						0.0
$Homing: 							NO
$LaunchSnd: 						318
$ImpactSnd: 						85
+Weapon Range: 						1000
$Flags: 							( "player allowed" "cycle" )
$Impact Explosion: 					Mekhu_Impact
$Impact Explosion Radius: 			1.6
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			0.8
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						vulcan



;THIS MAUL USES DAMAGE ATTENUATION CODE - commented out until bugs fixed
;$Name: 		Maul
;	+Title: 						XSTR( "Maul", -1 )
;	+Description: 					XSTR("
;	Heavy Plasma Weapon
;	Short Range
;	Strong Damage
;	", -1 )
;$end_multi_text
;	+Tech Title: 					XSTR( "Maul", -1 )
;	+Tech Anim: 					none
;	+Tech Description: 				XSTR( "SCWS-2 Maul. A Shekar-Johnson Weapons product, second component of the Vulcan/Maul suite. The Maul is a heavy plasma weapon with a low cyclic rate of fire and good performance against both armor and shields. Lacks the advanced fire control system used on the Prometheus and Rapier weapon systems, but compensates with higher base damage than even the Prometheus due to excellent excitation and packaging systems. Considerable utility against bombers and targets that demand snap deflection shots for effective engagement. Targets within 150m take additional damage due to plasma cavitation effects around the muzzle. Demand for the Maul has increased as the war has proceeded, due to a spreading perception that the Vulcan is not performing to standards outside of the bomb intercept role.", -1 )
;$end_multi_text
;$tech model:						UEW_Maul.pof
;$Model File: 						none
;$External Model File:				UEW_Maul.pof
;@Laser Bitmap:                		Maul
;@Laser Glow:                   		maul-glow
;@Laser Color:                  		200, 90, 0
;@Laser Color2:                 		200, 30, 0
;@Laser Length:                 		1.5
;@Laser Head Radius:            		1.5
;@Laser Tail Radius:            		1.5
;$Mass:                         		0.3
;$Velocity:                    		800.0
;$Fire Wait:                    		0.35
;$Damage: 							45
;$Damage Time:							.0875
;+Min Damage:							30
;$Damage Type: 						NormalWeapon
;$Armor Factor: 						1.2
;$Shield Factor: 					1.0
;$Subsystem Factor: 					0.3
;$Lifetime: 							1.0 ;.0875 is start of attenuation
;$Energy Consumed: 					0.8
;$Cargo Size: 						0.0
;$Homing: 							NO
;$LaunchSnd: 						327
;$ImpactSnd: 						85
;+Weapon Range: 						700
;$Flags: 							( "player allowed" )
;$Impact Explosion: 					Shivan_Impact01
;$Impact Explosion Radius: 			2.0
;$Piercing Impact Explosion: 		ParticleSmoke01
;$Piercing Impact Radius: 			1.0
;$Piercing Impact Velocity: 			10
;$Piercing Impact Splash Velocity: 	-2.5
;$Piercing Impact Variance: 			0.01
;$Piercing Impact Particles: 		5
;$Muzzleflash: 						maul


$Name: 		Maul
	+Title: 						XSTR( "Maul", -1 )
	+Description: 					XSTR("
	Heavy Plasma Weapon
	Short Range
	Strong Damage
	", -1 )
$end_multi_text
	+Tech Title: 					XSTR( "Maul", -1 )
	+Tech Anim: 					none
	+Tech Description: 				XSTR( "SCWS-2 Maul. A Shekar-Johnson Weapons product, second component of the Vulcan/Maul suite. The Maul is a heavy plasma weapon with a low cyclic rate of fire and good performance against both armor and shields. Lacks the advanced fire control system used on the Prometheus and Rapier weapon systems, but compensates with higher base damage than even the Prometheus due to excellent excitation and packaging systems. Considerable utility against bombers and targets that demand snap deflection shots for effective engagement. Targets within 150m take additional damage due to plasma cavitation effects around the muzzle. Demand for the Maul has increased as the war has proceeded, due to a spreading perception that the Vulcan is not performing to standards outside of the bomb intercept role.", -1 )
$end_multi_text
$Turret Name: Maul Turret
$tech model:						UEW_Maul.pof
$Model File: 						none
$External Model File:				UEW_Maul.pof
@Laser Bitmap:                		Maul
@Laser Glow:                   		maul-glow
@Laser Color:                  		200, 90, 0
@Laser Color2:                 		200, 30, 0
@Laser Length:                 		1.5
@Laser Head Radius:            		1.5
@Laser Tail Radius:            		1.5
$Mass:                         		0.3
$Velocity:                    		800.0
$Fire Wait:                    		0.35
$Damage: 							15
$Damage Type: 						NormalWeapon
$Armor Factor: 						1.2
$Shield Factor: 					1.0
$Subsystem Factor: 					0.3
$Lifetime: 							1.0 ;purely for targeting hud purposes, as this will substitute to a maul#swap
$Energy Consumed: 					0.8
$Cargo Size: 						0.0
$Homing: 							NO
$LaunchSnd: 						327
$ImpactSnd: 						327
+Weapon Range: 						700
$Flags: 							( "player allowed" "flak" "particle spew" "spawn Maul#child, 1" )
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			1.0
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						maul
$Spawn angle:				0
$Pspew:			
	+Count:		2
	+Time:		1
	+Vel:		0
	+Radius:	2.0
	+Life:		0.0125
	+Scale:		0.025
	+Bitmap:	Cmuzzle_0001
$Substitute:	Maul#Swap
+Period: 1


$Name: 		Maul#swap
	+Title: 						XSTR( "Maul", -1 )
	+Description: 					XSTR("
	Heavy Plasma Weapon
	Short Range
	Strong Damage
	", -1 )
$end_multi_text
	+Tech Title: 					XSTR( "Maul", -1 )
	+Tech Anim: 					none
	+Tech Description: 				XSTR( "SCWS-2 Maul. A Shekar-Johnson Weapons product, second component of the Vulcan/Maul suite. The Maul is a heavy plasma weapon with a low cyclic rate of fire and good performance against both armor and shields. Lacks the advanced fire control system used on the Prometheus and Rapier weapon systems, but compensates with higher base damage than even the Prometheus due to excellent excitation and packaging systems. Considerable utility against bombers and targets that demand snap deflection shots for effective engagement. Targets within 150m take additional damage due to plasma cavitation effects around the muzzle. Demand for the Maul has increased as the war has proceeded, due to a spreading perception that the Vulcan is not performing to standards outside of the bomb intercept role.", -1 )
$end_multi_text
$Turret Name: Maul Turret
$tech model:						UEW_Maul.pof
$Model File: 						none
$External Model File:				UEW_Maul.pof
@Laser Bitmap:                		Maul
@Laser Glow:                   		maul-glow
@Laser Color:                  		200, 90, 0
@Laser Color2:                 		200, 30, 0
@Laser Length:                 		1.5
@Laser Head Radius:            		1.5
@Laser Tail Radius:            		1.5
$Mass:                         		0.3
$Velocity:                    		800.0
$Fire Wait:                    		0.35
$Damage: 							15
$Damage Type: 						NormalWeapon
$Armor Factor: 						1.2
$Shield Factor: 					1.0
$Subsystem Factor: 					1.0           ;the cavitator effect gets to do bonus turret damage
$Lifetime: 							.1875 ;.1875 is start of attenuation
$Energy Consumed: 					0.8
$Cargo Size: 						0.0
$Homing: 							NO
$LaunchSnd: 						327
$ImpactSnd: 						-1
+Weapon Range: 						700
$Flags: 							( "flak" "particle spew" "spawn Maul#child, 1" "render flak" "inherit parent target"  "no_fred" )
$Impact Explosion: 					Shivan_Impact01
$Impact Explosion Radius: 			3.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			1.5
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						maul
$Spawn angle:				0
$Pspew:
	+Count: 	1
	+Time: 		28
	+Vel: 		-0.03
	+Radius: 	0.40
	+Life: 		0.2
	+Scale: 	0.15
	+Bitmap: 	Akheton_Particle


$Name: 		Maul#child
	+Title: 						XSTR( "Maul Cavitator", -1 )
	+Description: 					XSTR("
	Cavitation effect
	Very short range
	Bonus damage
	", -1 )
$end_multi_text
	+Tech Title: 					XSTR( "Maul", -1 )
	+Tech Anim: 					none
	+Tech Description: 				XSTR( "The Maul cannon produces a short-range cavitation effect, enhancing damage against targets within 150 meters.", -1 )
$end_multi_text
$tech model:						UEW_Maul.pof
$Model File: 						none
$External Model File:				UEW_Maul.pof
@Laser Bitmap:                		Maul
@Laser Glow:                   		maul-glow
@Laser Color:                  		200, 90, 0
@Laser Color2:                 		200, 30, 0
@Laser Length:                 		1.5
@Laser Head Radius:            		1.5
@Laser Tail Radius:            		1.5
$Mass:                         		0.3
$Velocity:                    		800.0
$Fire Wait:                    		0.35
$Damage: 							30
$Damage Type: 						NormalWeapon
$Detonation Range:					650
$Armor Factor: 						1.2
$Shield Factor: 					1.0
$Subsystem Factor: 					0.3
$Lifetime: 							1; .1875 is start of attenuation
$Energy Consumed: 					0.8
$Cargo Size: 						0.0
$Homing: 							NO
$LaunchSnd: 						-1
$ImpactSnd: 						85
+Weapon Range: 						700
$Flags: 							( "child" "inherit parent target" "no_fred" )
$Impact Explosion: 					Shivan_Impact01
$Impact Explosion Radius: 			3.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			1.5
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						maul





$Name: 		Rapier
	+Title:							XSTR( "Rapier", -1 )
	+Description:					XSTR("
	Advanced Energy Weapon
	Long Range
	Rapid Fire	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Rapier", -1 )
	+Tech Anim:						none
	+Tech Description: 				XSTR( "The Federation's premier fighter weapons system, manufactured by the Oxys-Ultor Threat Workshop on Mars. The SCWS-6 Rapier is a descendant of the Great War-era Prometheus cannon with an improved cyclic rate of fire. Sophisticated fire control computers gather spectral and profile data from the target via lidar and regulate shot packaging for consistent, optimized damage. Quick, precise, and reliable, the Rapier provides primary firepower for the Kentauroi interceptor and the mighty Uriel gunship. Deployment is widespread in Second and Third Fleets.", -1 )
$end_multi_text
$Turret Name: Plasma Turret
$tech Model:						UEW_Rapier.pof
$Model File:						none
$External Model File:				UEW_Rapier.pof
;$Submodel Rotation Speed:			30
;$Submodel Rotation Acceleration:	1800
@Laser Bitmap:						Rapier
@Laser Glow:						Subach_Glow
@Laser Color:						0, 150, 255
@Laser Color2:						0, 0, 90
@Laser Length:						8.0
@Laser Head Radius:					0.5
@Laser Tail Radius:					0.5
$Mass:								0.2
$Velocity: 							800.0
$Fire Wait:  						0.2
$Damage: 							20
$Damage Type: 						NormalWeapon
$Detonation Range:					1600
$Armor Factor:						0.85
$Shield Factor: 					1.0
$Subsystem Factor:					0.4
$Lifetime: 							2.2
$Energy Consumed: 					0.4
$Cargo Size: 						0.03
$Homing:							NO
$LaunchSnd: 						328
$ImpactSnd: 						85
+Weapon Range: 						1600
$Flags: 							( "player allowed" )
$Impact Explosion: 					Kayser_Impact
$Impact Explosion Radius: 			1
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			0.5
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance:	 		0.0
$Piercing Impact Particles: 		5
$Muzzleflash: 						rapier


$Name:		Gattler
	+Title:							XSTR( "Gattler", -1 )
	+Description:					XSTR("
	20mm Autocannon
	Long Range, Rapid Fire
	Weak Against Shields
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Gattler", -1 )
	+Tech Anim:						none
	+Tech Description:				XSTR( "The SCWS-10 is a fast-firing mass driver developed by Kiribati-Sunder. Helical ammunition feeds supply 20mm HEAP rounds to a rapid-cycle coilgun at 10 rounds per second. Although initially ineffective against modern warship armor, retooled variants of this round defeat the outer layers of most extant fighter and warship defenses with a degenerate uranium penetrator before detonating their payload. Excellent anti-hull performance and good accuracy at range make the SCWS-10 useful in both the warship attack and intercept roles. Damage against shields is limited by the round's tendency to shear and disintegrate on shield surfaces. Although only in limited circulation, the SCWS-10 is notable for its use onboard Uriel gunships, mounted in the first primary bank as a long-range intercept or hull attack option.", -1 )
$end_multi_text
$Turret Name: Autocannon
$tech Model:						UEW_Gattler.pof
$Model File:						none
$External Model File:				UEW_Gattler.pof
$Submodel Rotation Speed:			130.9
$Submodel Rotation Acceleration: 	120
@Laser Bitmap: 						gattler
@Laser Glow: 						subach_glow
@Laser Color: 						255, 66, 0
@Laser Color2: 						185, 55, 5
@Laser Length: 						2.5
@Laser Head Radius: 				2.5
@Laser Tail Radius: 				2.5
$Mass:								0.15
$Velocity:							1500.0
$Fire Wait: 						0.1
$Damage: 							20
$Damage Type: 						NormalWeapon
$Detonation Range: 					2200
$Armor Factor:						1.0
$Shield Factor:						0.2
$Subsystem Factor:					0.5
$Lifetime:							1.47
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$LaunchSnd:							320
$ImpactSnd:							85
$Rearm Rate: 						300.0
+Weapon Range: 						2200
$Flags:								( "player allowed" "cycle" "ballistic" )
$Impact Explosion:					Vapula_Impact
$Impact Explosion Radius: 			5.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			2.5
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						gattler
$FOF: 								0.1

$Name:	Firestorm
	+Title:							XSTR( "Firestorm", -1 )
	+Description:					XSTR("
	40mm Autocannon
	Long Range, Rapid Fire
	Weak Against Shields
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Firestorm", -1 )
	+Tech Anim:						none
	+Tech Description:				XSTR( "Cruiser-calibre autocannon that feeds 80mm rounds into a rotary fire mechanism.", -1 )
$end_multi_text
$Turret Name: Autocannon
$tech Model:						UEW_Firestorm.pof
$Model File:						none
$External Model File:				UEW_Firestorm.pof
$Submodel Rotation Speed:			15
$Submodel Rotation Acceleration: 	30
@Laser Bitmap: 						gattler
@Laser Glow: 						subach_glow
@Laser Color: 						255, 66, 0
@Laser Color2: 						185, 55, 5
@Laser Length: 						5
@Laser Head Radius: 				5
@Laser Tail Radius: 				5
$Mass:								0.15
$Velocity:						1000.0
$Fire Wait: 						0.2
$Damage: 							50
$Damage Type: 						NormalWeapon
$Detonation Range:					3250
$Armor Factor:						1.0
$Shield Factor:						0.2
$Subsystem Factor:					0.2
$Lifetime:							2.25
$Energy Consumed: 					0.2
$Cargo Size: 						0.1
$Homing:							NO
$LaunchSnd:							322
$ImpactSnd:							85
$Rearm Rate: 						300.0
$Flags:								( "Huge" "player allowed" "same turret cooldown" "ballistic" )
$Impact Explosion:					Vapula_Impact
$Impact Explosion Radius: 			10.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			5
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						gattlerturret_solaris
$FOF: 								0.1

$Name: 		Scalpel
	+Title:							XSTR( "Scalpel", -1 )
	+Description:					XSTR("
	Subsystem disruption and shield breaker
	No hull damage
	Leeches target afterburners
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Scalpel", -1 )
	+Tech Anim:						none
	+Tech Description:				XSTR( "The SCWS-3 Scalpel is the third member of the Shekar-Johnson product line purpose-built for the Federation navy. A subsystem disruptor designed for customs duty, the Scalpel is an ion pathshock weapon that delivers powerful current down a plasma stream, compromising even Faraday-caged systems. Good range allows the user to engage enemy turrets from a relatively safe distance, but the Scalpel cannot outrange Alliance anti-fighter beam weapons. Its secondary role is as a shield breaker, it can inflict a crippling charge differential across the shield surface, on par with the GTVA's Circe. As a result, some pilots use it as a dogfight weapon. At one point during the Isolation, the Scalpel was the standard-issue weapon on Federation fighters, but the outbreak of the recent conflict ended this policy.", -1 )
$end_multi_text
$Turret Name: Disruptor Gun
$tech model: 						UEW_Scalpel.pof
$Model File: 						none
$External model file: 				UEW_Scalpel.pof
@Laser Bitmap:						Akheton_Bitmap
@Laser Glow:						Akheton_Glow
@Laser Color:						90, 20, 150
@Laser Color2:						0, 0, 0
@Laser Length:						5.0
@Laser Head Radius: 				1.35
@Laser Tail Radius: 				1.35
$Mass:								0.2
$Velocity:							1000.0
$Fire Wait:							0.175
$Damage:							20
$Damage Type: 						PunctureWeapon
$Detonation Range: 					1000
$Armor Factor:						0.0
$Shield Factor:						1.4
$Subsystem Factor:					1.2
$Lifetime:							1.2
$Energy Consumed: 					0.4
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							77
$ImpactSnd:							8
+Weapon Range: 						1000
$Flags:								( "player allowed" "Puncture" "particle spew" "cycle" )
$Trail:
	+Start Width: 	0.5
	+End Width: 	0
	+Start Alpha: 	0.2
	+End Alpha: 	0.0
	+Max Life: 		0.5
	+Bitmap: 		abtrail
$Impact Explosion:					Akheton_Impact
$Impact Explosion Radius: 			2.7
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			1.35
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						scalpel
$Leech Afterburner: 600.0
$Pspew:
	+Count: 	1
	+Time: 		28
	+Vel: 		-0.03
	+Radius: 	0.40
	+Life: 		0.2
	+Scale: 	0.15
	+Bitmap: 	Akheton_Particle




$Name:		Sidhe
	+Title:							XSTR( "Sidhe", -1 )
	+Description:					XSTR("
	Cluster Shrapnel Weapon
	Short Range
	Massive Damage	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Sidhe", -1 )
	+Tech Anim:						none
	+Tech Description:				XSTR( "Information on this weapon is compartmentalized, code HAWKING, dissemination NOFORN. Check clearance: cleared. The SCWS/SA1 Sidhe is a collapsed molybdenum shrapnel weapon that accelerates a canister of six submunitions until an onboard fuse triggers separation. Submunitions deploy in a conical spread to increase hit probability and overmatch reactive armor systems designed to defeat single penetrations. Each submunition carries a coil-flash EMP charge to defeat shield systems. Although the Sidhe was originally designed as a payload for warship-grade gauss cannons, pilots using the fighter-mounted variant began fusing the Sidhe canisters to detonate on launch, creating a devastating short-range weapon. The Ainsarii stealth fighter can fire four Sidhe canisters simultaneously, wreaking havoc on small targets in dogfight ranges. The Sidhe is an excellent snapshot weapon to resolve engagements against maneuverable foes.", -1 )
$end_multi_text
$Turret Name: Shrapnel Gun
$tech model:						UEW_Sidhe.pof
$Model File:						none
$External Model File:				UEW_Sidhe.pof
@Laser Bitmap:						railgun
@Laser Glow:						Subach_Glow
@Laser Color:						230, 255, 255
@Laser Color2:						0, 0, 10
@Laser Length:						25.0
@Laser Head Radius:					0.6
@Laser Tail Radius:					0.2
$Mass:								0.1
$Velocity:							800.0
$Fire Wait:							0.75
$Damage:							25
$Damage Type: 						NormalWeapon
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.2
$Lifetime: 							0.94
$Energy Consumed: 					0.5
$Cargo Size:						0.01
$Homing:							NO
$LaunchSnd:							319
$ImpactSnd:							85
$Rearm Rate: 						42.0
+Weapon Range: 						750
+Weapon Optimum Range:				100
$Flags: 							( "player allowed" "ballistic" )
$Impact Explosion: 					Kayser_Impact
$Impact Explosion Radius:			1.2
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			0.6
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						sidhe
$FOF: 								1.0
$Shots: 							6

$Name:		Gauss Sidhe
	+Title: 						XSTR( "Gauss Sidhe", -1 )
	+Description: 					XSTR("
	Shrapnel Payload
	Use Only on Targeted Ships
	Proximity Detonation
	", -1 )
$end_multi_text
	+Tech Title: 					XSTR( "Gauss Sidhe", -1 )
	+Tech Anim: 					none
	+Tech Description: 				XSTR( "Information on this weapon is compartmentalized, code HAWKING, dissemination NOFORN. Check clearance: cleared. The SCWS/SA1 Sidhe is a collapsed molybdenum shrapnel weapon that accelerates a canister of six submunitions until an onboard fuse triggers separation. Submunitions deploy in a conical spread to increase hit probability and overmatch reactive armor systems designed to defeat single penetrations. This variant of the Sidhe is fused to detonate when within 100m of a target, enhancing its range. But the larger payload creates ammunition and power constraints, and the fuse will not function correctly against larger targets.", -1 )
$end_multi_text
$Turret Name: Shrapnel Gun
$tech model:						UEW_Sidhe.pof
$Model File:						none
$External Model File:				UEW_Sidhe.pof
@Laser Bitmap: 						railgun
@Laser Glow: 						Maxim_Glow
@Laser Color:						55, 150, 250
@Laser Color2:						55, 120, 210
@Laser Length:						1.0
@Laser Head Radius:					1.0
@Laser Tail Radius:					1.0
$Mass:								1.0
$Velocity:							900.0
$Fire Wait:							1.5
$Damage:							150
$Damage Type: 						NormalWeapon
$Detonation Radius:					100
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.25
$Lifetime:							1.5
$Energy Consumed:					1.5
$Cargo Size:						0.3
$Homing:							NO
$LaunchSnd:							316
$ImpactSnd:							85
$Rearm Rate: 						22.0
+Weapon Range: 						1200
+Weapon Min Range:					100
$Flags:								( "player allowed" "shudder" "ballistic" "spawn Sidhe,6" )
$Trail:
	+Start Width: 	2.0
	+End Width: 	2.25
	+Start Alpha: 	1.0
	+End Alpha: 	0.0
	+Max Life:		0.45
	+Bitmap: 		gausscannon_trail
$Impact Explosion:					exp04
$Impact Explosion Radius: 			2
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			1
$Piercing Impact Velocity: 			40
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		10
$Muzzleflash: 						sidhe
$Spawn Angle:						1.0
$Substitute: Gauss Sidhe#real



$Name:		Gauss Sidhe#real
	+Title: 						XSTR( "Gauss Sidhe", -1 )
	+Description: 					XSTR("
	Shrapnel Payload
	Medium Range
	Proximity Detonation
	", -1 )
$end_multi_text
	+Tech Title: 					XSTR( "Gauss Sidhe", -1 )
	+Tech Anim: 					none
	+Tech Description: 				XSTR( "Information on this weapon is compartmentalized, code HAWKING, dissemination NOFORN. Check clearance: cleared. The SCWS/SA1 Sidhe is a collapsed molybdenum shrapnel weapon that accelerates a canister of six submunitions until an onboard fuse triggers separation. Submunitions deploy in a conical spread to increase hit probability and overmatch reactive armor systems designed to defeat single penetrations. This variant of the Sidhe is fused to detonate when within 100m of a target, enhancing its range. But the larger payload creates ammunition and power constraints, and the rounds will not fuse within 200m of the launcher due to the risk of fratricide.", -1 )
$end_multi_text
$Turret Name: Shrapnel Gun
$tech model:						UEW_Sidhe.pof
$Model File:						none
$External Model File:				UEW_Sidhe.pof
@Laser Bitmap: 						railgun
@Laser Glow: 						Maxim_Glow
@Laser Color:						55, 150, 250
@Laser Color2:						55, 120, 210
@Laser Length:						1.0
@Laser Head Radius:					1.0
@Laser Tail Radius:					1.0
$Mass:								1.0
$Velocity:							900.0
$Fire Wait:							1.0
$Damage:							10
$Damage Type: 						NormalWeapon
$Arm Distance:						200
$Detonation Radius:					200
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.25
$Lifetime:							1.5
;$Energy Consumed:					1.5
$Cargo Size:						0.6
$Homing:							NO
$LaunchSnd:							316
$ImpactSnd:							85
$Rearm Rate: 						22.0
+Weapon Range: 						1200
$Flags:								( "shudder" "ballistic" "spawn Sidhe,6"  "no_fred" )
$Trail:
	+Start Width: 	1.0
	+End Width: 	0.5
	+Start Alpha: 	1.0
	+End Alpha: 	0.0
	+Max Life:		0.45
	+Bitmap: 		gausscannon_trail
$Impact Explosion:					exp04
$Impact Explosion Radius: 			2
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			1
$Piercing Impact Velocity: 			40
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		10
$Muzzleflash: 						sidhe
$Spawn Angle:						1.0

$Name: 		UX Accelerator
	+Title: 						XSTR( "UX Accelerator", -1 )
	+Description: 					XSTR("
	Experimental Mass Driver
	Burst Fire
	Massive Damage
	", -1 )
$end_multi_text
	+Tech Title: 					XSTR( "UX Accelerator", -1 )
	+Tech Anim: 					none
	+Tech Description: 				XSTR( "The Oxys-Ultor UX Accelerator is an experimental fighter weapons system designed to provide a powerful attack option to experienced pilots. Based on the Redeemer heavy cannon, this smaller caliber cannon fires ultra-dense antimatter-cored projectiles with penetration power unparalleled among conventional fighter-mounted primary weapons. It is currently being field-tested by a selected few squadrons. Intended applications include the rapid destruction of light targets such as freighters, transports, bombers and gunboats, as well as powerful strikes against warship subsystems.", -1 )
	$end_multi_text
$Turret Name: Mass Driver
$Tech Model:						UEW_UX_Accelerator.pof
$Model File: 						none
$External Model File:				UEW_UX_Accelerator.pof
@Laser Bitmap: 						massdriver_bitmap
@Laser Glow: 						Prometheus_Glow
@Laser Color: 						69, 42, 172
@Laser Color2: 						69, 42, 172
@Laser Length: 						7.5
@Laser Head Radius: 				3.0
@Laser Tail Radius: 				3.0
$Mass: 								0.3
$Velocity: 							1200.0
$Fire Wait: 						2.0
$Damage: 							120
$Damage Type: 						NormalWeapon
$Blast Force: 						5.0
$Inner Radius: 						1.0
$Outer Radius: 						2.0
$Armor Factor: 						1.0
$Shield Factor: 					1.0
$Subsystem Factor: 					0.25
$Lifetime:							2.44
$Energy Consumed: 					2.5
$Cargo Size: 						0.25
$Homing: 							NO
$LaunchSnd: 						317
$ImpactSnd: 						85
$Rearm Rate: 						50.0
+Weapon Range: 						2000
$Flags: 							( "player allowed" "ballistic" "particle spew" "shudder" )
$Trail:
	+Start Width: 	1.5
	+End Width: 	1.5
	+Start Alpha: 	0.5
	+End Alpha: 	0.0
	+Max Life: 		0.1
	+Bitmap: 		massdriver_trail
$Impact Explosion: 					exp04
$Impact Explosion Radius: 			6
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			3.0
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						uxaccelerator
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	0.375
	+Life:		0.1
	+Scale:		0.0
	+Bitmap:	Kayser_Particle
$FOF: 								0.01
$Burst Shots: 						4
$Burst Delay: 						50
$Burst Flags: 						( "fast firing" )

$Name:		Cavalier
	+Title: 						XSTR( "Cavalier", -1 )
	+Description:					XSTR("
	Velocity 750, Range 1800, ROF 0.1
	DPS 400 Armor, 400 Shield, 100 Subsystem
	EUPM 2400
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Cavalier", -1 )
	+Tech Anim:						none
	+Tech Description:				XSTR( "The Cavalier is the main gun of the White Knights' Lao Tze fighter. It is a rotary weapons system with impressive capabilities, but its exact specifications are classified beyond ordinary levels of clearance. Checking clearance: cleared. The Cavalier is a packaged plasma weapon of remarkable derivation and effect. Technologically, it is a clear descendant of the GTW-5 Prometheus cannon, firing laser-excited high-energy plasma in a magnetic bottle. Unlike the Prometheus, its shot packaging has been optimized for performance against shields, and it deals nearly 50% more damage per shot due to improved fire control systems - similar to those used in the Rapier weapon - and superior raw power.", -1 )
$end_multi_text
$Turret Name: Plasma Turret
$Model File:						none
$Submodel Rotation Speed:			55.0
$Submodel Rotation Acceleration: 	30
@Laser Bitmap:						railgun
@Laser Glow:						Prometheus_Glow
@Laser Color:						50, 50, 250
@Laser Color2:						150, 150, 150
@Laser Length:						6.0
@Laser Head Radius:					3.0
@Laser Tail Radius:					3.0
$Mass:								0.1
$Velocity:							750.0
$Fire Wait:							0.4
$Damage:							80
$Damage Type: 						NormalWeapon
$Detonation Range: 					1800
$Armor Factor:						1.0
$Shield Factor: 					1.0
$Subsystem Factor:					0.25
$Lifetime:							2.64
$Energy Consumed:					1.0
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							306
$ImpactSnd:							85
+Weapon Range: 						1800
$Flags:								( "player allowed" )
$Trail:
	+Start Width:	0.75
	+End Width:		0.75
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		0.05
	+Bitmap:		gausscannon_trail
$Impact Explosion: 					MS_Impact
$Impact Explosion Radius: 			6
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			3
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						cavalier


$Name:		Archer
	+Title: 						XSTR( "Archer", -1 )
	+Description: 					XSTR("
	Sniper Weapon
	Extreme Range
	Anti-Subsystem
	", -1 )
$end_multi_text
	+Tech Title: 					XSTR( "Archer", -1 )
	+Tech Anim: 					none
	+Tech Description: 				XSTR( "The SCWS-21 Archer is a long-range gauss cannon carried on the Uriel gunship's axial mount. The Archer excels in destroying specific subsystems on enemy warships far out of reach of their anti-fighter defenses. It is ill suited for dogfights, or for engaging maneuverable targets at distances. The standard ammunition loadout for this weapon is ineffective against shields and overpenetrates most hull armor, restricting it to the long-range anti-subsystem role.", -1 )
$end_multi_text
$Turret Name: Sniper Turret
$Tech Model:						UEW_Archer.pof
$Model File: 						none
$External Model File:				UEW_Redeemer.pof
@Laser Bitmap: 						railgun
@Laser Glow: 						Maxim_Glow
@Laser Color:						55, 150, 250
@Laser Color2:						55, 120, 210
@Laser Length:						1.0
@Laser Head Radius:					4.0
@Laser Tail Radius:					4.0
$Mass:								0.1
$Velocity:							1500.0
$Fire Wait:							1.0
$Damage:							350
$Damage Type: 						PunctureWeapon
$Armor Factor:						1.0
$Shield Factor:						0.25
$Subsystem Factor:					1.0
$Lifetime:							2.2
;$Energy Consumed:					15.0
$Energy Consumed:					7.5
$Cargo Size:						0.7
$Homing:							NO
$LaunchSnd:							Archer
$ImpactSnd:							85
$Rearm Rate: 						22.0
+Weapon Range: 						3000
$Flags:								( "Huge" "player allowed" "particle spew" "puncture" "capital+" "ballistic" "no primary linking" )
$Trail:
	+Start Width: 	1.0
	+End Width: 	2.0
	+Start Alpha: 	1.0
	+End Alpha: 	0.0
	+Max Life:		0.45
	+Bitmap:			Missiletrail106
$Impact Explosion:					exp04
$Impact Explosion Radius: 			8.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			4.0
$Piercing Impact Velocity: 			40
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		10
$Muzzleflash: 						archer
$Pspew:
	+Count:		3
	+Time:		1
	+Vel:		0.0
	+Radius:	0.35
	+Life:		0.1
	+Scale:		0.75
	+Bitmap:	Particle_Blue


$Name: 		Redeemer
	+Title: 						XSTR( "Redeemer", -1 )
	+Description: 					XSTR("
	Anti-Corvette Weapon
	Burst Fire Mass Driver
	Antimatter Payload
	", -1 )
$end_multi_text
	+Tech Title: 					XSTR( "Redeemer", -1 )
	+Tech Anim: 					none
	+Tech Description: 				XSTR( "The SCWS-22 Redeemer, used by Durga bombers, fires ultra-dense depleted uranium antimatter-cored rounds, capable of inflicting terrifying damage at moderate distances. Like the Archer and Vajra railguns, the Redeemer is ill suited for dogfights and against fast moving targets, as it was designed for direct assault against enemy warships. It was never fired in anger until the Battle of Neptune.", -1 )
$end_multi_text
$Turret Name: AM Turret
$Tech Model:						UEW_Redeemer.pof
$Model File: 						none
$External Model File:				UEW_Redeemer.pof
@Laser Bitmap: 						gattler
@Laser Glow: 						Prometheus_Glow
@Laser Color: 						250, 180, 50
@Laser Color2: 						0, 5, 0
@Laser Length: 						15.0
@Laser Head Radius: 				6.0
@Laser Tail Radius: 				6.0
$Mass: 								1.5
$Velocity: 							225.0
$Fire Wait: 						2.0
$Damage: 							180
$Damage Type: 						HugeWeapon
$Shockwave Damage Type:					HugeWeapon
$Blast Force:						50.0
$Inner Radius:						12.0
$Outer Radius:						18.0
$Armor Factor: 						1.0
$Shield Factor: 					0.5
$Subsystem Factor: 					0.25
$Lifetime: 							12.24
;$Energy Consumed: 					10.0
$Energy Consumed: 					5.0
$Cargo Size: 						0.5
$Homing: 							NO
$LaunchSnd: 						317
$ImpactSnd: 						85
$Rearm Rate: 						30.0
+Weapon Range: 						1900
$Flags: 							( "player allowed" "huge" "shudder" "capital+" "ballistic" "particle spew" )
$Trail:
	+Start Width: 	3.0
	+End Width: 	0.0
	+Start Alpha: 	1.0
	+End Alpha: 	0.0
	+Max Life: 		0.25
	+Bitmap: 		massdriver_trail
$Impact Explosion:					exp_missile_small
$Impact Explosion Radius: 			18
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			9
$Piercing Impact Velocity: 			40
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		10
$Muzzleflash: 						redeemer
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	0.75
	+Life:		0.1
	+Scale:		0.0
	+Bitmap:	Kayser_Particle
$Burst Shots: 						4
$Burst Delay: 						250
$Burst Flags: 						( "fast firing" )



$Name:		Vajra
	+Title: 						XSTR( "Vajra", -1 )
	+Description: 					XSTR("
	Velocity 1500, Range 3500, ROF 2.0
	DPS 75 Armor, 75 Shield, 300 Subsystem
	BAS 2.0
	", -1 )
$end_multi_text
	+Tech Title: 					XSTR( "Vajra", -1 )
	+Tech Description: 				XSTR( "The Vajra is a short-range mass driver used by the Vajradhara class heavy bombers. The Vajra is the heaviest fighter mounted anti-armor weapon in the UEF arsenal. Precise technical specifications and even manufacturer remain classified.", -1 )
	+Tech Anim: 					none
$end_multi_text
$Turret Name: AP Turret
$Tech Model:						UEW_Vajra.pof
$Model File: 						none
$External Model File:				UEW_Vajra.pof
@Laser Bitmap: 						massdriver_bitmap
@Laser Glow: 						Maxim_Glow
@Laser Color:						250, 200, 50
@Laser Color2:						255, 200, 10
@Laser Length:						1.0
@Laser Head Radius:					6.0
@Laser Tail Radius:					6.0
$Mass:								0.1
$Velocity: 							800.0
$Fire Wait:							2.0
$Damage:							200
$Damage Type: 						HugeWeapon
$Shockwave Damage Type:					HugeWeapon
$Blast Force:						100.0
$Inner Radius:						10.0
$Outer Radius:						20.0
$Armor Factor:						1.0
$Shield Factor:						0.25
$Subsystem Factor: 					0.25
$Lifetime: 						2.35
$Energy Consumed:					2.0
$Cargo Size:						0.50
$Homing:							NO
$LaunchSnd:							316
$ImpactSnd:							85
$Rearm Rate: 						7.5
+Weapon Range: 						1100
$Flags:								( "Huge" "player allowed" "shudder" "particle spew" "capital+" "ballistic" )
$Trail:
	+Start Width: 	3.0
	+End Width: 	3.0
	+Start Alpha: 	1.0
	+End Alpha: 	0.0
	+Max Life:		0.1
	+Bitmap: 		massdriver_trail
$Impact Explosion:					exp_missile_small
$Impact Explosion Radius: 			20
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			10
$Piercing Impact Velocity: 			40
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		10
$Muzzleflash: 				vajra
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	0.75
	+Life:		0.1
	+Scale:		0.0
	+Bitmap:	Kayser_Particle
$FOF: 								0.1
$Burst Shots:				20
$Burst Delay:				75
$Burst Flags:				("fast firing")



$Name:		@Terran Turret
+nocreate
	+Tech Title:			XSTR( "Houndtooth - Terran Turret", -1 )
	+Tech Description:		XSTR( "Bessimer-Kohn has manufactured countless 'Houndtooth' plasma pulse weapons. Classified as a Light Tactical Engagement System, the Houndtooth is used as a point defense gun and light attack option on Terran warships. It is compact, power efficient, and has excellent thermal characteristics, freeing up energy for subspace drive recharge and other vital functions. It is now being phased out in favor of the Sahr Corporation's pulse weapons.", -1 )
$end_multi_text
$Turret Name: Plasma Turret
$Damage Type: 						NormalWeapon
$Detonation Range:				1630
$Lifetime:					6.0
+Weapon Range:				1375


$Name:		Terran Huge Turret
+nocreate
	+Tech Title:			XSTR( "Djinn - Terran Huge Turret", -1 )
	+Tech Description:		XSTR( "The Bessimer-Kohn 'Djinn' heavy plasma pulse weapon offers enhanced range and damage at the cost of ROF and projectile speed. Considered long obsolete, the 'Djinn' remains in service only due to its low heat output and cost. Outclassed by modern pulse weapons, the Djinn is emblematic of the economic issues that have rocked the post-Capella GTVA.", -1 )
$end_multi_text
$Turret Name: Heavy Turret
$Damage Type: 						NormalWeapon
$Detonation Range:				2500
$Lifetime:					14.4
+Weapon Range:				2100


$Name:		@Terran Turret Weak
+nocreate
	+Tech Title:			XSTR( "Catbird - Terran Weak Turret", -1 )
	+Tech Description:		XSTR( "A downgraded version of the Houndtooth warship plasma weapon, the Catbird is fitted to ships with power grid or heat sink problems, such as the Charybdis AWACS. Its firepower is inadequate for any conceivable tactical situation except asteroid defense, but funding for a fleet-wide replacement program has yet to materialize.", -1 )
$end_multi_text
$Turret Name: Light Turret
$Damage Type: 						NormalWeapon
$Detonation Range:				1630
$Lifetime:					6.0
+Weapon Range:				1375


$Name:		Terran Turret 2
	+Tech Title:					XSTR( "Super Houndtooth - Turret Mk. 2", -1 )
	+Tech Description:				XSTR( "Triton Dynamics' Super Houndtooth improves the classic warship plasma weapon with Aifven cavitation dampeners and a fast-snap magnetic bottle. Trading damage for rate of fire, the Super Houndtooth focuses on point defense against incoming warheads, with light target engagement a secondary concern. It performs poorly against shields.", -1 )
$end_multi_text
$Turret Name: Standard Turret
$Model File:						none
@Laser Bitmap:						Mekhu_Bitmap
@Laser Glow:						Mekhu_Glow
@Laser Color:						0, 30, 220
@Laser Color2:						0, 30, 220
@Laser Length:						50.0
@Laser Head Radius:					3.00
@Laser Tail Radius:					3.00
$Mass:								0.4
$Velocity:							550.0
$Fire Wait:							0.5
$Damage:							8
$Damage Type: 						NormalWeapon
$Detonation Range:				3280
$Armor Factor:						1.25
$Shield Factor:						0.85
$Subsystem Factor:					0.75
$Lifetime:							6.0
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							110
$ImpactSnd:							85
+Weapon Range:						1375
$Flags: 							( "Big Ship" )
$Impact Explosion: 					Mekhu_Impact
$Impact Explosion Radius: 			6
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			3
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						Bmuzzle



$Name:		Terran Huge Turret 2
	+Tech Title:					XSTR( "Super Djinn - Turret Mk. 2", -1 )
	+Tech Description:				XSTR( "The Super Djinn Heavy Tactical Engagement System is slower to fire than the Super Houndtooth, but it offers more than triple the damage against hulls. Due to problems with plasma pulse cohesion, the Super Djinn tends to dissipate on shield matrices. The Super Djinn is an inadequate point defense weapon, but it is able to supplement beam weapons and torpedoes in inflicting hull damage. It is unable to defeat the contingent hull design of modern warships. ", -1 )
$end_multi_text
$Turret Name: Heavy Turret
$Model File:						none
@Laser Bitmap:						Mekhu_Bitmap
@Laser Glow:						Mekhu_Glow
@Laser Color:						0, 30, 220
@Laser Color2:						0, 30, 220
@Laser Length:						21.0
@Laser Head Radius:					9.0
@Laser Tail Radius:					9.0
$Mass:								0.4
$Velocity:							175.0
$Fire Wait:							1.5
$Damage:							100
$Damage Type: 						NormalWeapon
$Detonation Range:				2500
$Armor Factor:						1.25
$Shield Factor:						0.5
$Subsystem Factor:					0.75
$Lifetime:							14.4
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							111
$ImpactSnd:							85
$Flags: 							( "Big Ship" )
$Impact Explosion: 					Mekhu_Impact
$Impact Explosion Radius: 			18.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			9.0
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						Bmuzzle


$Name:		Shivan Turret Laser
+nocreate
	+Tech Title:			XSTR( "Shivan Point Defense Laser", -1 )
	+Tech Description:		XSTR( "The Shivans' primary turret weapons system outperforms its Terran counterpart, the Houndtooth, in most respects. Shivan warships deploy this weapons system against incoming bombs, as a deterrent to fighters, and against hostile warships. GTVA scientists have yet to replicate the finesse of the manufacturing techniques used in this weapon.",  -1 )
$end_multi_text
$Turret Name: Heavy Turret
$Damage Type: 						NormalWeapon
$Detonation Range:				1280
$Lifetime:					6.0
+Weapon Range:				1250


$Name:		Shivan Weak Turret Laser
+nocreate
	+Tech Title:			XSTR( "Shivan Weak Point Defense Laser", -1 )
	+Tech Description:		XSTR( "Like Allied vessels, Shivan ships seem to pay careful attention to power usage and heat regulation. This light point defense laser places minimal strain on power grids or heat sinks. It is unclear whether Shivan technology is in fact limited by these constraints, or whether Allied forces have simply yet to encounter top-of-the-line Shivan weapons.",  -1 )
$end_multi_text
$Turret Name: Light Turret
$Damage Type: 						NormalWeapon
$Detonation Range:				2080
$Lifetime:					6.0
+Weapon Range:				1750


$Name:		Shivan Megafunk Turret
+nocreate
	+Tech Title:			XSTR( "Shivan Assault Plasma System", -1 )
	+Tech Description:		XSTR( "Firing excited plasma drawn directly from onboard reactors and barely confined by a projected magnetic bottle, this massive turret weapon is a serious threat to unshielded targets. Loose bolt cohesion, and the slow travel speed necessitated by the turret's magnetic manipulation, lessen its effectiveness against well-shielded or agile targets. GTI analysts have suggested that these weapons may be downgraded or crippled versions of Shivan beam weapons - begging the question of why they appeared in the Great War.",  -1 )
$end_multi_text
$Turret Name: Mega Turret
$Damage Type: 						NormalWeapon
$Detonation Range:				1700
$Lifetime:					14.4
+Weapon Range:				1440


$Name:		Shivan Super Laser
+nocreate
	+Tech Title:			XSTR( "Shivan Super Laser", -1 )
	+Tech Description:		XSTR( "The Lucifer's primary weapon systems were later identified as beam cannons of immense power. Driven by five onboard reactors, these weapons made short work of Allied warships. Tragically, they could also be adapted to fire on planetary targets for hours at a time, a task at which they excelled.",  -1 )
$end_multi_text
$Turret Name: Super Laser
$Damage Type: 						HugeWeapon
$Detonation Range:				35000
$Lifetime:					36
+Weapon Range:				30000


$Name:		SRed
+nocreate
	+Tech Title:			XSTR( "Shivan Light Beam Cannon", -1 )
	+Tech Description:		XSTR( "Alliance beam cannons were reverse-engineered from scans of the Lucifer. Shivan beam weapons systems continue to outperform them, offering comparable or superior firepower with reduced power drain and heat output. This beam cannon is a cruiser-grade weapons system used for direct-fire engagement of hostile targets. It is a serious but not overwhelming threat to Allied warships. Pilots who see a charging beam should break to avoid its path.",  -1 )
$end_multi_text
$Turret Name: Light Beam
$Flags: 					( "same turret cooldown" )
$BeamInfo:
	+Friendly Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Hostile Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Neutral Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Unknown Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Range:							30000


$Name: 		SAAA
+nocreate
	+Tech Title:			XSTR( "Shivan Antifighter Beam", -1 )
	+Tech Description:		XSTR( "Anti-fighter beams were developed after the Great War, a result of improvements in magnetic bottle technology and low-rise-time capacitors. Why did the Shivans of the Second Incursion suddenly possess this technology? Did they develop it in parallel? Why does Shivan technology display such inconsistent levels of sophistication? These questions remain unanswered. The Shivan anti-fighter weapons system is capable of near-continuous fire at slightly reduced energy levels compared to its GTVA equivalent.",  -1 )
$end_multi_text
$turret name: AAA Beam
$BeamInfo:
	+Friendly Miss Factor:					1.9 1.8 1.7 1.6 1.5
	+Hostile Miss Factor:					1.9 1.8 1.7 1.6 1.5
	+Neutral Miss Factor:					1.9 1.8 1.7 1.6 1.5
	+Unknown Miss Factor:					1.9 1.8 1.7 1.6 1.5
	+Range:							30000


$Name:		LRed
+nocreate
	+Tech Title:			XSTR( "Shivan Heavy Beam Cannon", -1 )
	+Tech Description:		XSTR( "The hellishly powerful Shivan destroyer-grade beam system annihilates layers of collapsed molybdenum armor with contemptuous ease. Firing a jet of tightly contained plasma at relativistic velocities, this beam system overmatches any warship in the GTVA arsenal. The heavy beam cannon is integral to Shivan shock-jump tactics, and provides a near-insurmountable advantage in line engagements. It is capable of near-continuous fire, and yet, frighteningly, its power requirements are so low that it can be mounted on modified cruisers. Ships carrying these weapons should be considered priority targets for disarming strikes.",  -1 )
$end_multi_text
$Turret Name: Heavy Beam
$Flags: 					( "same turret cooldown" )
$BeamInfo:
	+Friendly Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Hostile Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Neutral Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Unknown Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Range:							30000



$Name:		BFRed
+nocreate
	+Tech Title:			XSTR( "Shivan Juggernaught Beam Cannon", -1 )
	+Tech Description:		XSTR( "Alliance analysts have no explanation for this weapons system. The Sathanas' main beam cannons discharge kilotons of magnetically confined plasma at .9998 lightspeed. They are capable of continuous fire without overheating. It is unclear where the heat goes, leading GTI analysts to the unsettling conclusion that these weapons are not compatible with thermodynamics as we understand it. It is possible that waste heat is somehow shunted into subspace, or that the Shivans use quantum sleight-of-hand to process the heat out of local space. No allied warship can survive engagement with one of these weapons. Current GTVA tactical doctrine calls for concentrated bomber strikes to destroy these weapons before they can be brought to bear on allied capital ships.",  -1 )
$end_multi_text
$Turret Name: Massive Beam
$Flags: 					( "same turret cooldown" )
$BeamInfo:
	+Friendly Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Hostile Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Neutral Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Unknown Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Range:							30000


$Name:		AAAf
+nocreate
	+Tech Title:			XSTR( "Phalanx Antifighter Beam", -1 )
	+Tech Description:		XSTR( "A light beam cannon with a fast-rise capacitor system, SPAR optical targeting, and an 1800-meter magnetic bottle, the Phalanx Point Defense Beam System can rapidly and accurately engage incoming fighters and warheads with quick pulses. In warship engagements, it can be fired as a direct beam to supplement main batteries. This weapons system is critical to warship close defense doctrine.",  -1 )
$end_multi_text
$turret name: AAA Beam
$BeamInfo:	
	+Friendly Miss Factor:					1.9 1.8 1.7 1.6 1.5
	+Hostile Miss Factor:					1.9 1.8 1.7 1.6 1.5
	+Neutral Miss Factor:					1.9 1.8 1.7 1.6 1.5
	+Unknown Miss Factor:					1.9 1.8 1.7 1.6 1.5
	+Range:							30000

$Name:		AAAh
+nocreate
; In FS2, the AAAh is used for hostile warships to give them a higher miss-factor on lower difficulties.
$turret name: AAA Beam
$BeamInfo:
	+Friendly Miss Factor:				6.0 5.0 4.0 3.0 1.5
	+Hostile Miss Factor:				6.0 5.0 4.0 3.0 1.5
	+Neutral Miss Factor:				6.0 5.0 4.0 3.0 1.5
	+Unknown Miss Factor:				6.0 5.0 4.0 3.0 1.5
	+Range:							30000


$Name:                          er-AAA
$turret name: ER-AAA Beam
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:					136, 243, 249
@Laser Length:					0.0
@Laser Head Radius:				0.60
@Laser Tail Radius:				0.60
$Mass:                          100.0
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     5.5             ;; in seconds
$Damage:                        14				;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0
$Lifetime:                      40.0            ;; How long this thing lives
$Energy Consumed:               0.30            ;; Energy used when fired
$Cargo Size:                    0.0             ;; Amount of space taken up in weapon cargo
$Homing:                        NO
$LaunchSnd:                     124
$ImpactSnd:			MV_AAABeam_Impact          ;; The sound it makes when it hits something
+Weapon Range:					1500			;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "beam")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       10.0
$BeamInfo:
	+Type:						3				;; 0 - 4 are valid #'s
	+Life:			  			2.5				;; how long it lasts once the beam is actually firing
	+Warmup:		  			1500			;; warmup time in ms
	+Warmdown:					1200			;; warmdown time in ms
	+Radius:		  			20.0			;; muzzle glow radius in meters
	+PCount:					12				;; particles spewed every interval
	+PRadius:					1.2				;; particle radius
	+PAngle:					65.0			;; angle of the random "cone" where the particles are generated
	+PAni:						particleexp01	;; particle ani
	+Miss Factor:				1.9 1.8 1.7 1.6 1.5		;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
	+Friendly Miss Factor:					1.9 1.8 1.7 1.6 1.5
	+Hostile Miss Factor:					1.9 1.8 1.7 1.6 1.5
	+Neutral Miss Factor:					1.9 1.8 1.7 1.6 1.5
	+Unknown Miss Factor:					1.9 1.8 1.7 1.6 1.5
	+BeamSound:					149				;; the looping beam-firing sound
	+WarmupSound:				151				;; associated warmup sound
	+WarmdownSound:				161				;; associated warmdown sound
	+Muzzleglow:				thrusterglow01	;; muzzle glow bitmap
	+Shots:						3				;; only used for TYPE 3 beams
	+ShrinkFactor:				0.0			;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
	+ShrinkPct:					0.0			;; what percentage of max width we subtract per second
	$Section:								;; one section of the beam (you can have up to 5)
		+Width:					2.0				;; width of the section
		+Texture:				beam-white		;; texture for this section
		+RGBA Inner:			255 255 255 255	;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			150 150 150 10	;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.1				;; how much it flickers (0.0 to 1.0)
		+Zadd:					2.0				;; hehe
	$Section:								;; one section of the beam
		+Width:					6.0				;; width of the section
		+Texture:				beam-dblue2		;; texture for this section
		+RGBA Inner:			160 160 0 255	;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 60 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.1				;; how much it flickers (0.0 to 1.0)
		+Zadd:					1.0				;; hehe
	$Section:								;; one section of the beam
		+Width:					8.0				;; width of the section
		+Texture:				beam-dblue		;; texture for this section
		+RGBA Inner:			255 0 0 255		;; rgba values (only for non-textured beam compiles)
		+RGBA Outer:			60 0 0 10		;; rgba values (only for non-textured beam compiles)
		+Flicker:				0.4				;; how much it flickers (0.0 to 1.0)
		+Zadd:					0.0				;; hehe



$Name:		ULTRA Anti-Fighter Beam
+nocreate
	+Tech Title:			XSTR( "Phalanx Ultra Beam", -1 )
	+Tech Description:		XSTR( "A GTI modification of the Phalanx antifighter beam, the Phalanx Bravo discards all targeting systems in favor of a supplementary mini-reactor. This gives it greatly enhanced range and rate of fire, but it must be used in conjunction with an outside targeting source like a TAG system. Experimental versions of these weapons with on-board targeting equipment are currently undergoing combat evaluation trials.",  -1 )
$end_multi_text
$Turret Name: ER-AAA Beam
$BeamInfo:
	+Friendly Miss Factor:					1.9 1.8 1.7 1.6 1.5
	+Hostile Miss Factor:					1.9 1.8 1.7 1.6 1.5
	+Neutral Miss Factor:					1.9 1.8 1.7 1.6 1.5
	+Unknown Miss Factor:					1.9 1.8 1.7 1.6 1.5
	+Range:							30000


$Name:		TerSlash
+nocreate
	+Tech Title:			XSTR( "'Forge Eagle' Tactical Beam", -1 )
	+Tech Description:		XSTR( "The RNI Tactical Beam System, codenamed 'Forge Eagle', is a mid-range tactical plasma beam with an efficiency-boosting twist. It uses a sweeping magnetic bottle to guide a relativistic plasma stream through contained arcs. Although it offers limited hull penetration, it is capable of firing even without accurate targeting solutions. Current GTVA combat doctrine calls for these weapons to be used to disarm or disable enemy vessels quickly. Forge Eagles are used as the main weapons of the flexible Deimos corvette and as a battery weapon on larger warships.",  -1 )
$end_multi_text
$Turret Name: Slash Beam
$Flags: 					( "same turret cooldown" )
$BeamInfo:
	+Friendly Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Hostile Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Neutral Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Unknown Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Range:							30000



$Name:		LTerSlash
+nocreate
	+Tech Title:			XSTR( "'Forge Dove' Light Beam", -1 )
	+Tech Description:		XSTR( "Used on the Fenris cruiser, the much-maligned lighter cousin of the Forge Eagle tactical beam is limited by the power grid of the ship that mounts it. Incapable of prolonged individual bursts, it relies on its relatively short recharge time to compensate for its low damage output. The Forge Dove is an unhappy compromise, arguably inferior to the fusion mortar system it is mounted alongside.",  -1 )
$end_multi_text
$Turret Name: Light Beam
$Flags: 					( "same turret cooldown" )
$BeamInfo:
	+Friendly Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Hostile Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Neutral Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Unknown Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Range:							30000


$Name:		BFGreen
+nocreate
	+Tech Title:			XSTR( "Overloaded 'Crypt Hammer'", -1 )
	+Tech Description:		XSTR( "During its engagement with the Sathanas juggernaught, the GTVA Colossus overloaded its 'Crypt Hammer' beam emitters, forcing additional power to the magnetic bottle and increasing plasma core feed rates. Overloading beam weapons is not standard practice on GTVA warships, but as confidence in power grid and heat sink handling has increased, trained crews have begun drilling on tactical weapon overloads. This comes at the cost of subspace engine recharge and emitter endurance.",  -1 )
$end_multi_text
$Turret Name: Beamttuta
$Flags: 					( "same turret cooldown" )
$BeamInfo:
	+Friendly Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Hostile Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Neutral Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Unknown Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Range:							30000


$Name:		LRBGreen
+nocreate
$Turret Name: Massive Beam
$Flags: 					( "same turret cooldown" )
$BeamInfo:
	+Friendly Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Hostile Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Neutral Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Unknown Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Range:							30000


$Name:		BGreen
+nocreate
	+Tech Title:			XSTR( "'Crypt Hammer' Heavy Beam", -1 )
	+Tech Description:		XSTR( "The Subach-Innes Warship Engagement System, codenamed 'Crypt Hammer', was the primary GTVA destroyer beam during the Second Shivan Incursion. Reliable, accurate, easy to maintain, and highly robust, the Crypt Hammer remains a favorite of Terran warship crews. It provides the main tactical power of Orion and Hecate combatants. It has one of the lowest failure rates of any GTVA weapons system, but it produces copious heat and its mountings are bulky.",  -1 )
$end_multi_text
$Turret Name: Heavy Beam
$Flags: 					( "same turret cooldown" )
$BeamInfo:
	+Friendly Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Hostile Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Neutral Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Unknown Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Range:							30000


$Name:		SGreen
+nocreate
	+Tech Title:			XSTR( "'Pave Warden' Light Beam", -1 )
	+Tech Description:		XSTR( "The lightest tactical beam in the Terran arsenal, the Subach-Innes Cruiser Engagement System was built small and accurate, but at the cost of rate of fire. Its capacitors' long rise time, coupled with plasma core flow issues, hobble it with a 45-second charge cycle. Its compact mountings allow multiple beams to be fitted even on cruisers.",  -1 )
$end_multi_text
$Turret Name: Light Beam
$Flags: 					( "same turret cooldown" )
$BeamInfo:
	+Friendly Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Hostile Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Neutral Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Unknown Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Range:							30000


$Name:		SVas
+nocreate
	+Tech Title:			XSTR( "Mkh/Akh 121b Beam System", -1 )
	+Tech Description:		XSTR( "Mekhu Enterprises and the Akheton Corporation collaborated to design Vasudan beam systems, making grim but effective use of hours of scans gathered while the Lucifer bombarded Vasuda Prime. The 221b Beam System is used as a supplementary weapon on Vasudan destroyers, where it has earned high praise - it outperforms even Shivan beam weapons. Unexpected heat issues prevented it from being mounted on Vasudan cruisers, leaving them tremendously anemic against warships.",  -1 )
$end_multi_text
$Turret Name: Light Beam
$Flags: 					( "same turret cooldown" )
$BeamInfo:
	+Friendly Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Hostile Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Neutral Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Unknown Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Range:							30000


$Name:		BVas
+nocreate
	+Tech Title:			XSTR( "Mkh/Akh 255a Beam System", -1 )
	+Tech Description:		XSTR( "The Mekhu/Akheton 255a destroyer-mounted heavy beam uses a coaxial sensor suite to analyze debris spall from the target and uses that data to fine-tune beam radius and velocity for maximum effect. This striking piece of technology, later implemented in next-generation beam weapons, was developed by the Akheton Corporation based on systems used in the SDG. Sophisticated but power-hungry, the 255a outperforms its Terran equivalent by a small margin.",  -1 )
$end_multi_text
$Turret Name: Heavy Beam
$Flags: 					( "same turret cooldown" )
$BeamInfo:
	+Friendly Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Hostile Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Neutral Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Unknown Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Range:							30000


$Name:		VSlash
+nocreate
	+Tech Title:			XSTR( "Mkh/Akh 183 Beam System", -1 )
	+Tech Description:		XSTR( "The gap between cruiser-size and destroyer-size beam weapons is large, due to nonlinear scaling of heat sink and power requirements. Corvette-class warships demanded a middle ground. Mekhu Enterprises science teams focused on maximizing beam effect rather than power, using an arcing magnetic bottle to cut a path across the target. Due to Vasudan expertise in power grid design, the 183 outperforms its Terran equivalent by a small margin. The Sobek corvette makes good use of this weapons system.",  -1 )
$end_multi_text
$Turret Name: Slash Beam
$Flags: 					( "same turret cooldown" )
$BeamInfo:
	+Friendly Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Hostile Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Neutral Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Unknown Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Range:							30000


$Name:		Green Beam
+nocreate
$Turret Name: Slash Beam
$Flags: 					( "same turret cooldown" )
$BeamInfo:
	+Friendly Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Hostile Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Neutral Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Unknown Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Range:							30000

$Name:		MGreen
$Turret Name: Medium Beam
$Model File:						none
@Laser Bitmap:						laserglow01
@Laser Color:						0, 255, 54
@Laser Length:						0.0
@Laser Head Radius:					0.3
@Laser Tail Radius:					0.3
$Mass:								100.0
$Velocity:							1600.0
$Fire Wait:							30.0
$Damage:							550
$Damage Type:						HugeWeapon
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							25.0
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							124
$ImpactSnd:			MV_Beam_Large_Impact
+Weapon Range:						4000
$Flags:								("Big Ship" "huge" "beam")
$Icon:								icongun05
$Anim:								LoadGun07
$Impact Explosion:					exp04
$Impact Explosion Radius:			13
$BeamInfo:
	+Type:									0
	+Life:		  							4.0
	+Warmup:		  						3500
	+Warmdown:								3500
	+Radius:		  						19.0
	+PCount:								12
	+PRadius:								2.4
	+PAngle:								60.0
	+PAni:									particle_green
	+Miss Factor:							1.0 1.1 1.1 1.7 1.4
	+BeamSound:								147
	+WarmupSound:							154
	+WarmdownSound:							159
	+Muzzleglow:							GreenBeam2Glow
	+Shots:									0
	+ShrinkFactor:							0.0
	+ShrinkPct:								0.0
	+Beam Flash Effect:						capflash
	+Beam Flash Radius:						10.5
	+Beam Piercing Effect:					exp06
	+Beam Piercing Radius:					10.5
	+Beam Piercing Effect Velocity:			200
	+Beam Piercing Splash Effect Velocity:	-20
	+Beam Piercing Effect Variance:			0.01
	$Section:
		+Width:			7.0
		+Texture:		BGreenCore
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.2
		+Zadd:			9
		+Tile Factor:	10, 1
		+Translation:	-15
	$Section:
		+Width:			16.0
		+Texture:		BGreenHaze1
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.14
		+Zadd:			7
		+Tile Factor:	10, 1
		+Translation:	-12
	$Section:
		+Width:			21.0
		+Texture:		BGreenHaze2
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.3
		+Zadd:			5
		+Tile Factor:	16, 1
		+Translation:	-6
	$Section:
		+Width:			23.5
		+Texture:		BGreenHaze3
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.4
		+Zadd:			3
		+Tile Factor:	19, 1
		+Translation:	-15
	$Section:
		+Width:			32.0
		+Texture:		GreenFade
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.7
		+Zadd:			1
;end




$Name:		MjolnirBeam
+nocreate
	+Tech Title:			XSTR( "Mjolnir Weapons System", -1 )
	+Tech Description:		XSTR( "The devastating RNI Mjolnir Weapons System is powered by an onboard muon-catalyzed fusion reactor. Capable of engaging destroyer-size targets as part of its intended role as a node blockade, the Mjolnir offers devastating firepower but at the cost of limited flexibility. It requires frequent maintenance due to its limited reactant supply and a tendency to burn itself out.",  -1 )
$end_multi_text
$Turret Name: Heavy Beam
$Flags: 					( "same turret cooldown" )
$BeamInfo:
	+Friendly Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Hostile Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Neutral Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Unknown Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Range:							30000


$Name:		MjolnirBeam#home
+nocreate
$Turret Name: Heavy Beam
$Flags: 					( "same turret cooldown" )
$BeamInfo:
	+Friendly Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Hostile Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Neutral Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Unknown Miss Factor:					1.4 1.3 1.2 1.1 1.0
	+Range:							30000


$Name:		Standard Flak
+nocreate
	+Tech Title:			XSTR( "'Crow Lash' Flak System", -1 )
	+Tech Description:		XSTR( "The flak gun is a post-Great War innovation and a key element of warship close defense doctrine. Firing caseless, smart-fused, electrically ignited explosive shells at barely subnuclear yields, the flak gun damages targets by fragmentation and blast. Modern flak guns can sustain area suppression barrages for minutes at a time before their ammunition is depleted. Although heat-efficient, flak gun deployment is limited by the need for large ammunition bunkers. One common model is the 'Crow Lash' system, is used on most GTVA warships both Terran and Vasudan.",  -1 )
$end_multi_text
$Turret Name: Flak Gun
$Damage Type: 						NormalFlak
$Shockwave Damage Type:				Shockwave
$Lifetime:					1.8
+Weapon Range:				1050

$Name:		Heavy Flak
+nocreate
	+Tech Title:			XSTR( "'Negotiator' Heavy Flak System", -1 )
	+Tech Description:		XSTR( "A common way to adress the ammunition concerns of flak systems is to improve the effeciency of individual rounds. 'Heavy' flak systems are fed by more densely packed explosives that are of similar volume to their standard counterparts. The extra weight puts more stress on the guns themselves, and as such rate of fire has to be lowered to maintain a continious rate of fire. The GTVA consider the extra damage and higher morale amongst their logisticians to be worth the trade-off.",  -1 )
	$end_multi_text
$Turret Name: Flak Cannon
$Damage Type: 						NormalFlak
$Shockwave Damage Type:				Shockwave
$Lifetime:					1.8
+Weapon Range:				1125


$Name:		Long Range Flak
+nocreate
	+Tech Title:			XSTR( "'Goalkeeper' Long Range Flak", -1 )
	+Tech Description:		XSTR( "The Maxim gun and Trebuchet missile outrange any regular flak system by a significant margin. To answer this threat, the 'Goalkeeper' system was developed: Firing relatively light rounds over a range of 3 kilometers, the goalkeeper forces even fighters with long range weaponry to stay moving, significantly reducing the damage they can do before they are intercepted by friendly fighters.",  -1 )
	$end_multi_text
$Turret Name: Flak Rifle
$Damage Type: 						NormalFlak
$Shockwave Damage Type:				Shockwave
$Lifetime:					5.04
+Weapon Range:				3150

;; Another MVP Special.
$Name:		Shivan Standard Flak
+nocreate
$Turret Name: Flak Gun
$Damage Type: 						NormalFlak
$Shockwave Damage Type:				Shockwave
$Lifetime:					1.8
+Weapon Range:				1050


$Name:		Shivan Heavy Flak
+nocreate
$Turret Name: Flak Cannon
$Damage Type: 						NormalFlak
$Shockwave Damage Type:				Shockwave
$Lifetime:					1.8
+Weapon Range:				1125


$Name:		Shivan Long Range Flak
+nocreate
$Turret Name: Flak Rifle
$Damage Type: 						NormalFlak
$Shockwave Damage Type:				Shockwave
$Lifetime:					5.04
+Weapon Range:				3150


$Name:		TerPulse
	+Tech Title:					XSTR( "MT Type 1 Hellstar Pulse Cannon", -1 )
	+Tech Description:				XSTR( "Using funding from the Threat Exigency Initiative, Morgan Technologies invested heavily into Sahr Corporation research on concatenated magnetic bottles. Ten years after Capella, this investment produced the pulse cannon, a radical improvement over older weapons like the Houndtooth. With vastly enhanced range and velocity, the Hellstar Pulse Cannon fires heavy plasma pulses out to 2.4 kilometers, giving modern warships - including the Erebus-class destroyer - a third heavy weapons system to complement beam weapons and torpedoes. Potent against both shields and hull, the Type 1 Hellstar can smash fighters in a few hits and deal serious damage to warship targets. Sahr Corporation scientists are still attempting to lock down the magnetic bubble to improve the weapon's accuracy.",  -1 )
$end_multi_text
$Turret Name: Pulse Cannon
$Model File:						none
@Laser Bitmap:						Archer_Bitmap
@Laser Glow:						Kayser_Glow
@Laser Color:						20, 20, 220
@Laser Color2:						20, 20, 150
@Laser Length:						40.0
@Laser Head Radius:					12.0
@Laser Tail Radius:					12.0
$Mass:								0.1
$Velocity:							1200.0
$Fire Wait:							0.5
$Damage:							175
$Damage Type: 						PulseWeapon
$Detonation Range:					2860
$Armor Factor:						1.3
$Shield Factor:						1.0
$Subsystem Factor:					0.3
$Lifetime:							2.4
$Energy Consumed:					4.0
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							TerPulsePew
$ImpactSnd:							88
+Weapon Range:						2400
$Flags: 							( "big ship" "particle spew" )
$Trail:
	+Start Width:	12.0
	+End Width:		12.0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		0.4
	+Bitmap:		archer_trail
$Impact Explosion: 					HFlakExp
$Impact Explosion Radius: 			24.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			12.0
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						terpulse
$Pspew:
	+Count:		3
	+Time:		28
	+Vel:		-0.03
	+Radius:	5.0
	+Life:		0.2
	+Scale:		1
	+Bitmap:	Kayser_Particle
$FOF:								0.75


$Name:		STerPulse
	+Tech Title:					XSTR( "MT Type 2 Riptide Pulse Cannon", -1 )
	+Tech Description:				XSTR( "Firing packets of laser-excited plasma down a magnetic steering column, the Morgan Technologies Riptide uses the concatenated magnetic bottle technique developed by the Sahr Corporation. The biggest stride forward in warship armament since the implementation of beam cannons, light pulse weapons allow long-range interception of warheads and disruption of bomber formations. Modern corvettes and cruisers mount multiple pulse weapons, but GTVA tactical and design doctrine has yet to fully integrate them.",  -1 )
$end_multi_text
$Turret Name: Light Pulse
$Model File:						none
@Laser Bitmap:						Archer_Bitmap
@Laser Glow:						Kayser_Glow
@Laser Color:						20, 20, 220
@Laser Color2:						20, 20, 150
@Laser Length:						24.0
@Laser Head Radius:					8.0
@Laser Tail Radius:					8.0
$Mass:								0.1
$Velocity:							1200.0
$Fire Wait:							0.35
$Damage:							45
$Damage Type: 						PulseWeapon
$Detonation Range:					2380
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.3
$Lifetime:							2.0
$Energy Consumed:					4.0
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							110
$ImpactSnd:							85
+Weapon Range:						2000
$Flags: 							( "big ship" "particle spew" )
$Trail:
	+Start Width:	3.0
	+End Width:		3.0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		0.2
	+Bitmap:		archer_trail
$Impact Explosion: 					expy
$Impact Explosion Radius: 			16.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			8.0
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						Bmuzzle
$Pspew:
	+Count:		3
	+Time:		28
	+Vel:		-0.03
	+Radius:	1.0
	+Life:		0.2
	+Scale:		0.3
	+Bitmap:	Kayser_Particle
$FOF:								0.75


$Name: 		Vasudan Turret
$Turret Name: Laser Turret
$Model File:						none
@Laser Bitmap:						vasturret
@Laser Glow:						CapTurret_Glow
@Laser Color:						184, 114, 17
@Laser Color2:						184, 114, 17
@Laser Length:						10.0
@Laser Head Radius:					5.00
@Laser Tail Radius:					5.00
$Mass: 								0.4
$Velocity: 							275.0
$Fire Wait: 						0.5
$Damage: 							35
$Damage Type: 						NormalWeapon
$Armor Factor: 						1.25
$Shield Factor: 					0.85
$Subsystem Factor: 					0.75
$Lifetime: 							6.0
$Energy Consumed: 					0.30
$Cargo Size: 						0.0
$Homing: 							NO
$LaunchSnd: 						112
$ImpactSnd: 						85
+Weapon Range: 						1375
$Flags: 							( "Big Ship" )
$Impact Explosion:					MS_Impact
$Impact Explosion Radius: 			10.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			5.0
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						Cmuzzle_small


$Name: 		Vasudan Huge Turret
$Turret Name: Heavy Turret
$Model File: 						none
@Laser Bitmap:						vasturret
@Laser Glow:						CapTurret_Glow
@Laser Color:						184, 114, 17
@Laser Color2:						184, 114, 17
@Laser Length:						21.0
@Laser Head Radius:					9.0
@Laser Tail Radius:					9.0
$Mass: 								0.4
$Velocity: 							175.0
$Fire Wait: 						1.5
$Damage: 							100
$Damage Type: 						NormalWeapon
$Armor Factor: 						1.25
$Shield Factor: 					0.5
$Subsystem Factor: 					0.75
$Lifetime: 							14.4
$Energy Consumed:					0.30
$Cargo Size: 						0.0
$Homing: 							NO
$LaunchSnd: 						113
$ImpactSnd: 						85
+Weapon Range: 						2100
$Flags: 							( "Big Ship" )
$Impact Explosion:					MS_Impact
$Impact Explosion Radius: 			18.0
$Piercing Impact Explosion:			ParticleSmoke01
$Piercing Impact Radius: 			9.0
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						Cmuzzle_big


$Name:		VasPulse
$Turret Name: Pulse Cannon
$Model File:						none
@Laser Bitmap:						Circe_Bitmap
@Laser Glow:						Kayser_Glow
@Laser Color:						220, 20, 20
@Laser Color2:						150, 20, 20
@Laser Length:						17.0
@Laser Head Radius:					12.0
@Laser Tail Radius:					12.0
$Mass:								0.1
$Velocity:							1200.0
$Fire Wait:							0.35
$Damage:							100
$Damage Type: 						PulseWeapon
$Detonation Range:					3150
$Armor Factor:						1.3
$Shield Factor:						1.0
$Subsystem Factor:					0.3
$Lifetime:							2.64
$Energy Consumed:					4.0
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd: 						110
$ImpactSnd: 						88
+Weapon Range: 						2640
$Flags:								( "big ship" )
$Trail:
	+Start Width:	2.0
	+End Width:		2.0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life: 		0.2
	+Bitmap:		Alouqua_trail
$Impact Explosion: 					MS_Impact
$Impact Explosion Radius: 			24.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			12.0
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						Cmuzzle_big
$FOF: 								0.75


$Name:		SVasPulse
$Turret Name: Small Pulse
$Model File:						none
@Laser Bitmap:						Circe_Bitmap
@Laser Glow:						Kayser_Glow
@Laser Color:						220, 20, 20
@Laser Color2:						150, 20, 20
@Laser Length:						11.0
@Laser Head Radius:					8.0
@Laser Tail Radius:					8.0
$Mass:								0.5
$Velocity:							1200.0
$Fire Wait: 						0.25
$Damage:							25
$Damage Type: 						PulseWeapon
$Detonation Range:					2600
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.3
$Lifetime:							2.2
$Energy Consumed:					4.0
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd: 						110
$ImpactSnd: 						88
+Weapon Range: 						2200
$Flags:								( "big ship"  )
$Trail:
	+Start Width:	2.0
	+End Width:		2.0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life: 		0.2
	+Bitmap:		Alouqua_trail
$Impact Explosion: 					MS_Impact
$Impact Explosion Radius: 			16.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			8.0
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						Cmuzzle_small
$FOF: 								0.75

$Name:		Vishnan Primary
	+Title:							XSTR( "Vishnan Primary", -1 )
	+Description:					XSTR( "Propagating Subspace Gate", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Vishnan Primary", -1 )
	+Tech Anim:						Tech_GTW-5_Prometheus_S
	+Tech Description:				XSTR( "Sensor logs from the 14th Battlegroup suggest that the Vishnan primary weapon deploys a self-propagating subspace gate. This gate destabilizes shields and, upon contact with matter, rearranges particles into states that violate the Pauli exclusion principle - a process akin to the degeneracy that produces neutron stars. The resulting detonations are catastrophic. How this is achieved is completely unknown, but the technological advancement displayed is frightening.", -1 )
$end_multi_text
$Turret Name: Unknwn Turret
$Model File:						none
@Laser Bitmap:						VishTurret
@Laser Glow:						Prometheus_Glow
@Laser Color:						110, 30, 255
@Laser Color2:						10, 30, 255
@Laser Length:						13.0
@Laser Head Radius:					0.30
@Laser Tail Radius:					0.30
$Mass:								0.1
$Velocity:							1000.0
$Fire Wait:							0.3
$Damage:							28
$Damage Type: 						NormalWeapon
$Detonation Range:					1000
$Armor Factor:						1.0
$Shield Factor:						0.8
$Subsystem Factor:					0.8
$Lifetime:							1.1
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							307
$ImpactSnd:							85
+Weapon Range:						1000
$Flags: 							( "player allowed" "particle spew" )
$Icon:								vprimary
$Impact Explosion: 					mekhuimpact
$Impact Explosion Radius:		 	0.6
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			0.3
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						PWmuzzle
$Pspew:
	+Count:		1
	+Time:		28
	+Vel:		-0.03
	+Radius:	0.40
	+Life:		0.2
	+Scale:		0.15
	+Bitmap:	Vishnan_Particle


$Name:		Vishnan Proximity Gun
$Alt Name: Proximity Gun
	+Title:							XSTR( "Vishnan Proximity Gun", -1 )
	+Description:					XSTR( "Flak Weapon
	Metastable Vacuum Constellation", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Vishnan Proximity Gun", -1 )
	+Tech Anim:						Tech_GTW-5_Prometheus_S
	+Tech Description:				XSTR( "A derivative of their warship-mounted flak systems, this weapon invokes metastable probability constellations out of the quantum vacuum. When perturbed, they decay, triggering a destructive local vacuum event. Notably effective against warheads.", -1 )
$end_multi_text
$Turret Name: Proximity Gun
$Model File:						none
@Laser Bitmap:						VishTurret
@Laser Glow:						Prometheus_Glow
@Laser Color:						110, 30, 255
@Laser Color2:						10, 30, 255
@Laser Length:						13.0
@Laser Head Radius:					0.30
@Laser Tail Radius:					0.30
$Mass:								0.2
$Velocity:							1000.0
$Fire Wait:							0.25
$Damage:							15
$Damage Type: 						NormalFlak
$Blast Force:						25.0
$Inner Radius:						10.0
$Outer Radius:						25.0
$Shockwave Speed:					0.0
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.2
$Lifetime:							1.8
$Energy Consumed:					0.3
$Cargo Size:						1.0
$Homing:							NO
$LaunchSnd:							116
$ImpactSnd:							307
+Weapon Range:						1800
$Flags: 							( "player allowed" "Flak" "particle spew" "ciws" "cycle" )
$Icon:								vprimary3
$Impact Explosion: 					HFlakExp
$Impact Explosion Radius: 			25.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			12.5
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		5
$Muzzleflash: 						Bmuzzle
$Pspew:
	+Count:		2
	+Time:		1
	+Vel:		0
	+Radius:	0.50
	+Life:		0.0125
	+Scale:		0.025
	+Bitmap:	Kayser_Particle


$Name:                          Vishnan Gravity Spike
$Alt Name: Gravity Spike
	+Title:							XSTR( "Vishnan Gravity Spike", -1 )
	+Description:					XSTR( "Beam Weapon
	Kinetic Effect", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Vishnan Gravity Spike", -1 )
	+Tech Anim:						Tech_GTW-5_Prometheus_S
	+Tech Description:				XSTR( "A pulsed gravitational effect possibly generated by resonant quantum singularities. Each vector spike accelerates a payload of confined plasma, penetrating most extant shield systems through point bleed..", -1 )
$end_multi_text
$Turret Name: Small Beam
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:					136, 136, 249
@Laser Length:					0.0
@Laser Head Radius:				0.60
@Laser Tail Radius:				0.60
$Mass:                          -50
$Velocity:                      10000.0
$Fire Wait:                     1.0
$Damage:                        22
$Damage Type: 					SmallBeam
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              2.5
$Lifetime:                      0.05
$Energy Consumed:               2.5
$Cargo Size:                    0.0
$Homing:                        NO
$LaunchSnd:                     149
$ImpactSnd:			MV_AAABeam_Impact
+Weapon Range:					700
$Flags:                         ("player allowed" "beam")
$Icon:								vprimary2
$Impact Explosion:					exp04
$Impact Explosion Radius:			4
$Muzzleflash:			pulsar_muzzle	
$BeamInfo:
	+Type:						2
	+Life:			  			0.6
	+Warmup:		  			0
	+Warmdown:					0
	+Radius:					1.5
	+PCount:					12
	+PRadius:					0.4
	+PAngle:					65.0
	+PAni:						particle_blue
	+Miss Factor:				0.5 0.5 0.5 0.5 0.5
	+Friendly Miss Factor:			1.0 1.1	1.2 1.3 1.4
	+Hostile Miss Factor:			1.4 1.3 1.2 1.1 1.0
	+BeamSound:					149
	+Muzzleglow:				ABeamAGlow
	+Range:									700
	+Beam Piercing Effect:					exp06
	+Beam Piercing Radius:					2.0
	+Beam Piercing Effect Velocity:			10
	+Beam Piercing Splash Effect Velocity:	-1
	+Beam Piercing Effect Variance:			0.01
	$Section:
		+Width:			2.0
		+Texture:		gravspike
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.0
		+Zadd:			0.0
		+Tile Factor:	1, 0
		+Translation:	0




$Name:		Vishnan Pulse Turret
$Turret Name: Pulse Gun
$Model File:						none
@Laser Bitmap:						VishTurret
@Laser Glow:						Prometheus_Glow
@Laser Color:						110, 30, 255
@Laser Color2:						10, 30, 255
@Laser Length:						8.0
@Laser Head Radius:					3.30
@Laser Tail Radius:					3.30
$Mass:								0.1
$Velocity:							1800.0
$Fire Wait:							1.0
$Damage:							40
$Damage Type: 						PulseWeapon
$Detonation Range:					2140
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.8
$Lifetime:							1.2
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							309
$ImpactSnd:							77
+Weapon Range:						1800
$Flags: 							( "Big Ship" "particle spew" )
$Impact Explosion: 					Subach_Impact
$Impact Explosion Radius: 			6.6
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			3.3
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						PWmuzzle
$Pspew:
	+Count:		1
	+Time:		28
	+Vel:		-0.03
	+Radius:	1.0
	+Life:		0.4
	+Scale:		0.20
	+Bitmap:	Vishnan_Particle


$Name:		Vishnan Huge Turret
$Turret Name: Heavy Pulse
$Model File:						none
@Laser Bitmap:						VishTurret
@Laser Glow:						Prometheus_Glow
@Laser Color:						110, 30, 255
@Laser Color2:						10, 30, 255
@Laser Length:						24.0
@Laser Head Radius:					9.30
@Laser Tail Radius:					9.30
$Mass:								3.0
$Velocity:							800.0
$Fire Wait:							2.4
$Damage:							90
$Damage Type: 						HugeWeapon
$Detonation Range:					2380
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.8
$Lifetime:							3.0
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							309
$ImpactSnd:							77
+Weapon Range:						2000
$Flags: 							( "Big Ship" "particle spew" "same turret cooldown" "huge" )
$Impact Explosion: 					Subach_Impact
$Impact Explosion Radius: 			18.6
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			9.3
$Piercing Impact Velocity: 			30
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		10
$Muzzleflash: 						PWmuzzle
$Pspew:
	+Count:		1
	+Time:		28
	+Vel:		-0.03
	+Radius:	1.0
	+Life:		0.4
	+Scale:		0.20
	+Bitmap:	Vishnan_Particle


$Name:		Vishnan Turret
$Turret Name: Unknwn Turret
$Model File:						none
@Laser Bitmap:						VishTurret
@Laser Glow:						Prometheus_Glow
@Laser Color:						110, 30, 255
@Laser Color2:						10, 30, 255
@Laser Length:						13.0
@Laser Head Radius:					6.30
@Laser Tail Radius:					6.30
$Mass:								0.1
$Velocity:							900.0
$Fire Wait:							2.0
$Damage:							70
$Damage Type: 						NormalWeapon
$Detonation Range:					1900
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.8
$Lifetime:							2.13
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							309
$ImpactSnd:							77
+Weapon Range:						1600
$Flags: 							( "Big Ship" "particle spew" )
$Impact Explosion: 					Subach_Impact
$Impact Explosion Radius: 			12.6
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			6.3
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						PWmuzzle
$Pspew:
	+Count:		1
	+Time:		28
	+Vel:		-0.03
	+Radius:	1.0
	+Life:		0.4
	+Scale:		0.20
	+Bitmap:	Vishnan_Particle


$Name:		Vishnan Flak
$Turret Name: Flak
$Model File:						Blip.pof
$Mass:								0.2
$Velocity:							700.0
$Fire Wait:							0.15
$Damage:							30
$Damage Type: 						NormalFlak
$Blast Force:						45.0
$Inner Radius:						20.0
$Outer Radius:						50.0
$Shockwave Speed:					0.0
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.2
$Lifetime:							1.8
$Energy Consumed:					0.0
$Cargo Size:						1.0
$Homing:							NO
$LaunchSnd:							116
$ImpactSnd:							117
+Weapon Range:						1050
$Flags: 							( "Big Ship" "Flak" "particle spew" )
$Impact Explosion: 					HFlakExp
$Impact Explosion Radius: 			50.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			25
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		5
$Muzzleflash: 						Bmuzzle
$Pspew:
	+Count:		2
	+Time:		1
	+Vel:		0
	+Radius:	2.50
	+Life:		0.0125
	+Scale:		0.025
	+Bitmap:	Kayser_Particle


$Name:		HRed
$Turret Name: Huge Beam
$Model File:						none
@Laser Bitmap:						laserglow01
@Laser Color:						250, 30, 30
@Laser Length:						0.0
@Laser Head Radius:					0.30
@Laser Tail Radius:					0.30
$Mass:								100.0
$Velocity:							1000.0
$Fire Wait:							30.0
$Damage:							800
$Damage Type: 						HugeBeam
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							30.0
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							MV_BFRed
$ImpactSnd:							MV_Beam_Large_Impact
+Weapon Range:						4500
$Flags: 							( "Big Ship" "huge" "beam" "same turret cooldown" )
$Impact Explosion: 					exp04
$Impact Explosion Radius: 			45
$BeamInfo:
	+Type:									0
	+Life:									7.0
	+Warmup:								3000
	+Warmdown:								1500
	+Radius:								50.0
	+PCount:								24
	+PRadius:								2.8
	+PAngle:								65.0
	+PAni:									particle_red
	+Miss Factor:							1.4 1.3 1.2 1.1 1.0
	+BeamSound:								177
	+WarmupSound:							184
	+WarmdownSound:							188
	+Muzzleglow:							SbeamAglow
	+Shots:									0
	+ShrinkFactor:							0.1
	+ShrinkPct:								1.8
	+BeamWidth: 							30.0
	+Beam Flash Effect: 					capflash
	+Beam Flash Radius: 					15.0
	+Beam Piercing Effect: 					exp06
	+Beam Piercing Radius: 					15.0
	+Beam Piercing Effect Velocity: 		200
	+Beam Piercing Splash Effect Velocity: 	-20
	+Beam Piercing Effect Variance: 		0.01
	$Section:
		+Width:			10.0
		+Texture:		SbeamAA
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.3
		+Zadd:			1.0
		+Tile Factor:	90, 1
		+Translation:	-2
	$Section:
		+Width:			6.0
		+Texture:		SbeamAB
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.2
		+Zadd:			2.0
	$Section:
		+Width:			30.0
		+Texture:		SbeamAC
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.001
		+Zadd:			1.0
		+Tile Factor:	10, 1
		+Translation:	-3
	$Section:
		+Width:			90.0
		+Texture:		SbeamAD
		+RGBA Inner:	255 0 0 255
		+RGBA Outer:	60 0 0 10
		+Flicker:		0.1
		+Zadd:			0.0
	$Section:
		+Width:			60.0
		+Texture:		SbeamAE
		+RGBA Inner:	255 0 0 255
		+RGBA Outer:	60 0 0 10
		+Flicker:		0.2
		+Zadd:			0.0
;end


$Name:		LRSRed
$Turret Name: Light Beam
$Model File:						none
@Laser Bitmap:						laserglow01
@Laser Color:						250, 30, 30
@Laser Length:						0.0
@Laser Head Radius:					0.30
@Laser Tail Radius:					0.30
$Mass:								100.0
$Velocity:							1000.0
$Fire Wait:							25.0
$Damage:							100
$Damage Type: 						HugeBeam
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							30.0
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							124
$ImpactSnd:			MV_Beam_Impact
+Weapon Range:						8000
$Flags: 							( "Big Ship" "huge" "beam" "same turret cooldown" )
$Impact Explosion: 					exp04
$Impact Explosion Radius: 			22.5
$BeamInfo:
	+Type:									0
	+Life:									3.8
	+Warmup:								1500
	+Warmdown:								1000
	+Radius:								45.0
	+PCount:								24
	+PRadius:								2.8
	+PAngle:								65.0
	+PAni:									particle_red
	+Miss Factor:							1.4 1.3 1.2 1.1 1.0
	+BeamSound:								177
	+WarmupSound:							183
	+WarmdownSound:							187
	+Muzzleglow:							SbeamAglow
	+Shots:									0
	+ShrinkFactor:							0.1
	+ShrinkPct:								1.8
	+BeamWidth: 							15.0
	+Beam Flash Effect: 					capflash
	+Beam Flash Radius: 					7.5
	+Beam Piercing Effect: 					exp06
	+Beam Piercing Radius: 					7.5
	+Beam Piercing Effect Velocity: 		200
	+Beam Piercing Splash Effect Velocity: 	-20
	+Beam Piercing Effect Variance: 		0.01
	$Section:
		+Width:			5.0
		+Texture:		SbeamAA
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.3
		+Zadd:			1.0
		+Tile Factor:	90, 1
		+Translation:	-2
	$Section:
		+Width:			3.0
		+Texture:		SbeamAB
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.2
		+Zadd:			2.0
	$Section:
		+Width:			15.0
		+Texture:		SbeamAC
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.001
		+Zadd:			1.0
		+Tile Factor:	10, 1
		+Translation:	-3
	$Section:
		+Width:			45.0
		+Texture:		SbeamAD
		+RGBA Inner:	255 0 0 255
		+RGBA Outer:	60 0 0 10
		+Flicker:		0.1
		+Zadd:			0.0
	$Section:
		+Width:			30.0
		+Texture:		SbeamAE
		+RGBA Inner:	255 0 0 255
		+RGBA Outer:	60 0 0 10
		+Flicker:		0.2
		+Zadd:			0.0
;end


$Name:		TerSlashBlue
	+Tech Title:					XSTR( "'Bull Frost' Tactical Beam", -1 )
	+Tech Description:				XSTR( "One of a new generation of Terran weapons systems, the 'Bull Frost' tactical beam is a product of the Threat Exigency Initiative's adaptation of Shivan beam technology. Using the Akheton Corporation's adaptive fire control suite, a dedicated meson reactor, and a cryogenic slurry heat sink, the Bull Frost offers rapid-fire engagement options against multiple turrets and subsystems. The Bull Frost serves as the primary armament of the Diomedes strike corvette and as a battery weapon on the Erebus-class and Titan-class destroyers.", -1 )
$end_multi_text
$Turret Name: Slash Beam
$Model File:						none
@Laser Bitmap:						laserglow01
@Laser Color:						88, 176, 249
@Laser Length:						0.0
@Laser Head Radius:					0.30
@Laser Tail Radius:					0.30
$Mass:								100.0
$Velocity:							1500.0
$Fire Wait:							10.0
$Damage:							425
$Damage Type: 						HugeBeam
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							35.0
$Energy Consumed:					0.40
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							TEI_Shot
$ImpactSnd:			MV_Beam_Impact
+Weapon Range:						4500
$Flags: 							( "Big Ship" "huge" "beam" "same turret cooldown" )
$Impact Explosion: 					exp04
$Impact Explosion Radius: 			22.5
$BeamInfo:
	+Type:									1
	+Life:									2.3
	+Warmup:								1500
	+Warmdown:								5150
	+Radius:								30.0
	+PCount:								20
	+PRadius:								2.8
	+PAngle:								65.0
	+PAni:									particle_Blue
	+Miss Factor:							1.4 1.3 1.2 1.1 1.0
	+BeamSound:								TEI_TerSlashBlue
	+WarmupSound:							beam_up2
	+WarmdownSound:							beam_down
	+Muzzleglow:							BlueBeamGlow2
	+Shots:									0
	+ShrinkFactor:							0.0
	+ShrinkPct:								0.0
	+BeamWidth: 							30.0
	+Beam Flash Effect: 					capflash
	+Beam Flash Radius: 					15.0
	+Beam Piercing Effect: 					exp06
	+Beam Piercing Radius: 					15.0
	+Beam Piercing Effect Velocity: 		100
	+Beam Piercing Splash Effect Velocity: 	-10
	+Beam Piercing Effect Variance: 		0.01
	$Section:
		+Width:			9.0
		+Texture:		BlueBeam3Core
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.0
		+Zadd:			8
		+Tile Factor:	12, 1
		+Translation:	-18
	$Section:
		+Width:			14.0
		+Texture:		BlueBeam4Core
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.05
		+Zadd:			6
		+Tile Factor:	12, 1
		+Translation:	-13
	$Section:
		+Width:			18.0
		+Texture:		BlueBeam2CoreHaze
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.2
		+Zadd:			4
		+Tile Factor:	12, 1
		+Translation:	-7
	$Section:
		+Width:			30.0
		+Texture:		BBlueHaze2
		+RGBA Inner:	255 0 0 255
		+RGBA Outer:	60 0 0 10
		+Flicker:		0.1
		+Zadd:			2
		+Tile Factor:	12, 1
		+Translation:	-3
	$Section:
		+Width:			45.0
		+Texture:		BlueFade
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.35
		+Zadd:			1
;end


$Name:		BFBlue
$Turret Name: Mega Beam
$Model File:						none
@Laser Bitmap:						laserglow01
@Laser Color:						88, 176, 249
@Laser Length:						0.0
@Laser Head Radius:					0.3
@Laser Tail Radius:					0.3
$Mass:								100.0
$Velocity:							1700.0
$Fire Wait:							30.0
$Damage:							2200
$Damage Type: 						HugeBeam
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							35.0
$Energy Consumed:					0.40
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							TEI_Shot
$ImpactSnd:			MV_Beam_Large_Impact
+Weapon Range:						13000
$Flags: 							( "Big Ship" "huge" "beam" "supercap" "same turret cooldown" )
$Impact Explosion: 					exp04
$Impact Explosion Radius: 			65
$BeamInfo:
	+Type:									0
	+Life:									4.0
	+Warmup:								2600
	+Warmdown:								5150
	+Radius:								90.0
	+PCount:								50
	+PRadius:								3.0
	+PAngle:								60.0
	+PAni:									particle_Blue
	+Miss Factor:							1.4 1.3 1.2 1.1 1.0
	+BeamSound:								TEI_HBlue
	+WarmupSound:							beam_up
	+WarmdownSound:							beam_down
	+Muzzleglow:							BlueBeamGlow2
	+Shots:									0
	+ShrinkFactor:							0.1
	+ShrinkPct:								1.8
	+BeamWidth: 							96.0
	+Beam Flash Effect: 					capflash
	+Beam Flash Radius: 					48.0
	+Beam Piercing Effect: 					exp06
	+Beam Piercing Radius: 					48.0
	+Beam Piercing Effect Velocity: 		200
	+Beam Piercing Splash Effect Velocity: 	-20
	+Beam Piercing Effect Variance: 		0.01
	$Section:
		+Width:			42
		+Texture:		BBlueCore
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.1
		+Zadd:			8
		+Tile Factor:	9, 1
		+Translation:	-25
	$Section:
		+Width:			30
		+Texture:		BBlueHaze1
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.07
		+Zadd:			6
		+Tile Factor:	12, 1
		+Translation:	-16
	$Section:
		+Width:			82.0
		+Texture:		BBlueHaze2
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.2
		+Zadd:			3
		+Tile Factor:	16, 1
		+Translation:	-16
	$Section:
		+Width:			96.0
		+Texture:		BBlueHaze3
		+RGBA Inner:	255 0 0 255
		+RGBA Outer:	60 0 0 10
		+Flicker:		0.4
		+Zadd:			0.0
		+Tile Factor:	20, 1
		+Translation:	-20
	$Section:
		+Width:			130.0
		+Texture:		BlueFade
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.35
		+Zadd:			1
;end


$Name:		HBlue
	+Tech Title:					XSTR( "'Winter King' Heavy Beam", -1 )
	+Tech Description:				XSTR( "Offering massive direct-fire engagement capability, the 'Winter King' heavy beam system is the Alliance's answer to Shivan destroyers. This advanced beam weapon uses metric tons of slurry coolant and consumes the full power output of a dedicated meson reactor. A complicated fire-control subsystem helps the beam burn through particulate interference and vaporized target material. No Alliance weapons system is more powerful. The Winter King has yet to be thoroughly tested in a sustained combat environment.", -1 )
$end_multi_text
$Turret Name: Mega Beam
$Model File:						none
@Laser Bitmap:						laserglow01
@Laser Color:						88, 176, 249
@Laser Length:						0.0
@Laser Head Radius:					0.3
@Laser Tail Radius:					0.3
$Mass:								100.0
$Velocity:							1800.0
$Fire Wait:							30.0
$Damage:							1850
$Damage Type: 						HugeBeam
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							25.0
$Energy Consumed:					0.40
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							TEI_Shot
$ImpactSnd:			MV_Beam_Large_Impact
+Weapon Range:						9750
$Flags: 							( "Big Ship" "huge" "beam" "same turret cooldown" )
$Impact Explosion: 					exp04
$Impact Explosion Radius: 			45
$BeamInfo:
	+Type:									0
	+Life:									4.0
	+Warmup:								2600
	+Warmdown:								5150
	+Radius:								85.0
	+PCount:								50
	+PRadius:								3.0
	+PAngle:								60.0
	+PAni:									particle_Blue
	+Miss Factor:							1.4 1.3 1.2 1.1 1.0
	+BeamSound:								TEI_HBlue
	+WarmupSound:							beam_up
	+WarmdownSound:							beam_down
	+Muzzleglow:							BlueBeamGlow2
	+Shots:									0
	+ShrinkFactor:							0.0
	+ShrinkPct:								0.0
	+BeamWidth: 							75.0
	+Beam Flash Effect: 					capflash
	+Beam Flash Radius: 					37.5
	+Beam Piercing Effect: 					exp06
	+Beam Piercing Radius: 					37.5
	+Beam Piercing Effect Velocity: 		200
	+Beam Piercing Splash Effect Velocity: 	-20
	+Beam Piercing Effect Variance: 		0.01
	$Section:
		+Width:			60.0
		+Texture:		taiicorebeam
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.07
		+Zadd:			7
		+Tile Factor:	240, 1
		+Translation:	-0.2
	$Section:
		+Width:			55.0
		+Texture:		BBlueHaze2
		+RGBA Inner:	160 160 255 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.15
		+Zadd:			5
		+Tile Factor:	110, 1
		+Translation:	-0.6
	$Section:
		+Width:			80.0
		+Texture:		BlueLightning
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.2
		+Zadd:			3
		+Tile Factor:	75, 1
		+Translation:	-0.2
	$Section:
		+Width:			90.0
		+Texture:		taiiglowbeam
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.35
		+Zadd:			1
;end


$Name:		BBlue
	+Tech Title:					XSTR( "'Ice Queen' Heavy Beam", -1 )
	+Tech Description:				XSTR( "The Titan-class destroyer and Bellerophon-class corvette mount three 'Ice Queen' heavy beams on spinal mounts. These systems have the ability to decimate destroyer-class targets in only a few salvoes. Drawing massive amounts of power from dedicated meson reactors, the Ice Queen offers an overwhelming direct-fire solution to targets in the frontal arc. The system's beam emitters are easily damaged, but they can be replaced in days.", -1 )
$end_multi_text
$Turret Name: Heavy Beam
$Model File:						none
@Laser Bitmap:						laserglow01
@Laser Color:						88, 176, 249
@Laser Length:						0.0
@Laser Head Radius:					0.3
@Laser Tail Radius:					0.3
$Mass:								100.0
$Velocity:							1800.0
$Fire Wait:							30.0
$Damage:							1500
$Damage Type: 						HugeBeam
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							25.0
$Energy Consumed:					0.40
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							TEI_Shot
$ImpactSnd:			MV_Beam_Large_Impact
+Weapon Range:						8250
$Flags: 							( "Big Ship" "huge" "beam" "same turret cooldown" )
$Impact Explosion: 					exp04
$Impact Explosion Radius: 			32.5
$BeamInfo:
	+Type:									0
	+Life:									4.0
	+Warmup:								2600
	+Warmdown:								5150
	+Radius:								55.0
	+PCount:								30
	+PRadius:								3.0
	+PAngle:								60.0
	+PAni:									particle_Blue
	+Miss Factor:							1.4 1.3 1.2 1.1 1.0
	+BeamSound:							TEI_BBlue
	+WarmupSound:							beam_up
	+WarmdownSound:							beam_down
	+Muzzleglow:							BlueBeamGlow2
	+Shots:									0
	+ShrinkFactor:							0.0
	+ShrinkPct:								0.0
	+BeamWidth: 							50.0
	+Beam Flash Effect: 					capflash
	+Beam Flash Radius: 					25.0
	+Beam Piercing Effect: 					exp06
	+Beam Piercing Radius: 					25.0
	+Beam Piercing Effect Velocity: 		200
	+Beam Piercing Splash Effect Velocity: 	-20
	+Beam Piercing Effect Variance: 		0.01
	$Section:
		+Width:			40.0
		+Texture:		taiicorebeam
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.07
		+Zadd:			7
		+Tile Factor:	160, 1
		+Translation:	-0.2
	$Section:
		+Width:			35.0
		+Texture:		BBlueHaze2
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.15
		+Zadd:			3
		+Tile Factor:	70, 1
		+Translation:	-0.7
	$Section:
		+Width:			55.0
		+Texture:		BlueLightning
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0
		+Zadd:			5
		+Tile Factor:	55, 1
		+Translation:	-0.15
	$Section:
		+Width:			65.0
		+Texture:		taiiglowbeam
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.35
		+Zadd:			1
;end


$Name:		MBlue
	+Tech Title:					XSTR( "'Aurora Wake' Beam System", -1 )
	+Tech Description:				XSTR( "A powerful mid-range direct-fire beam system, the 'Aurora Wake' was one of the first products of the Threat Exigency Initiative's drive to produce more powerful beam cannons. Mounted on most next-generation Alliance warships as a battery weapon, the 'Aurora Wake' supplements its own dedicated reactors with feeds from the ship's drives. Prone to overheating, this system is perhaps the most cantankerous of the next-generation beams. Mass issues encountered while mounting the beam on the Chimera corvette led to that vessel's relatively thin armor plating. Nonetheless, the 'Aurora Wake' was the first beam weapon that enabled the GTVA to emulate Shivan-style shock jump tactics.", -1 )
$end_multi_text
$Turret Name: Medium Beam
$Model File:						none
@Laser Bitmap:						laserglow01
@Laser Color:						88, 176, 249
@Laser Length:						0.0
@Laser Head Radius:					0.3
@Laser Tail Radius:					0.3
$Mass:								100.0
$Velocity:							1800.0
$Fire Wait:							35.0
$Damage:							900
$Damage Type: 						HugeBeam
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							25.0
$Energy Consumed:					0.40
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							TEI_Shot
$ImpactSnd:			MV_Beam_Large_Impact
+Weapon Range:						4500
$Flags: 							( "Big Ship" "huge" "beam" "same turret cooldown" )
$Impact Explosion: 					exp04
$Impact Explosion Radius: 			25
$BeamInfo:
	+Type:									0
	+Life:									4.0
	+Warmup:								1500
	+Warmdown:								5150
	+Radius:								44.0
	+PCount:								25
	+PRadius:								2.8
	+PAngle:								60.0
	+PAni:									particle_blue
	+Miss Factor:							1.4 1.3 1.2 1.1 1.0
	+BeamSound:							TEI_TerSlashBlue
	+WarmupSound:							beam_up2
	+WarmdownSound:							beam_down
	+Muzzleglow:							BlueBeamGlow2
	+Shots:									0
	+ShrinkFactor:							0.0
	+ShrinkPct:								0.0
	+BeamWidth: 							30.0
	+Beam Flash Effect: 					capflash
	+Beam Flash Radius: 					15.0
	+Beam Piercing Effect: 					exp06
	+Beam Piercing Radius: 					15.0
	+Beam Piercing Effect Velocity: 		200
	+Beam Piercing Splash Effect Velocity: 	-20
	+Beam Piercing Effect Variance: 		0.01
	$Section:
		+Width:			9
		+Texture:		BlueBeam3Core
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.0
		+Zadd:			8
		+Tile Factor:	12, 1
		+Translation:	-18
	$Section:
		+Width:			14
		+Texture:		BlueBeam4Core
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.05
		+Zadd:			6
		+Tile Factor:	12, 1
		+Translation:	-13
	$Section:
		+Width:			18.0
		+Texture:		BlueBeam2CoreHaze
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.2
		+Zadd:			4
		+Tile Factor:	12, 1
		+Translation:	-7
	$Section:
		+Width:			30.0
		+Texture:		SBlueHaze2
		+RGBA Inner:	255 0 0 255
		+RGBA Outer:	60 0 0 10
		+Flicker:		0.1
		+Zadd:			2
		+Tile Factor:	12, 1
		+Translation:	-3
	$Section:
		+Width:			50.0
		+Texture:		BlueFade
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.35
		+Zadd:			1
;end


$Name:		SBlue
	+Tech Title:					XSTR( "'Thorn Lance' Light Beam", -1 )
	+Tech Description:				XSTR( "The Thorn Lance light beam system, mounted on Hyperion cruisers as their primary direct-fire weapons system, is the weakest of the next-generation beam systems. Nonetheless, it offers marked improvement in firepower over previous light beams, and its draw on the cruiser's systems overall is low. Cool-running, easy to maintain, and reasonably powerful, the Thorn Lance suffers only in that it is mounted on a fragile vessel.", -1 )
$end_multi_text
$Turret Name: Light Beam
$Model File:						none
@Laser Bitmap:						laserglow01
@Laser Color:						88, 176, 249
@Laser Length:						0.0
@Laser Head Radius:					0.3
@Laser Tail Radius:					0.3
$Mass:								100.0
$Velocity:							1750.0
$Fire Wait:							40.0
$Damage:							320
$Damage Type: 						HugeBeam
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							25
$Energy Consumed:					0.40
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							TEI_Shot
$ImpactSnd:			MV_Beam_Impact
+Weapon Range:						4500
$Flags: 							( "Big Ship" "huge" "beam" "same turret cooldown" )
$Impact Explosion: 					exp04
$Impact Explosion Radius: 			20
$BeamInfo:
	+Type:									0
	+Life:									2.5
	+Warmup:								1500
	+Warmdown:								5150
	+Radius:								40.0
	+PCount:								40
	+PRadius:								3.0
	+PAngle:								60.0
	+PAni:									particle_Blue
	+Miss Factor:							1.4 1.3 1.2 1.1 1.0
	+BeamSound:							TEI_SBlue
	+WarmupSound:							beam_up2
	+WarmdownSound:							beam_down
	+Muzzleglow:							BlueBeamGlow2
	+Shots:									0
	+ShrinkFactor:							0.0
	+ShrinkPct:								0.0
	+BeamWidth: 							25.0
	+Beam Flash Effect: 					capflash
	+Beam Flash Radius: 					12.5
	+Beam Piercing Effect: 					exp06
	+Beam Piercing Radius: 					12.5
	+Beam Piercing Effect Velocity: 		200
	+Beam Piercing Splash Effect Velocity: 	-20
	+Beam Piercing Effect Variance: 		0.01
	$Section:
		+Width:			7
		+Texture:		SBlueCore
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.1
		+Zadd:			8
		+Tile Factor:	9, 1
		+Translation:	-18
	$Section:
		+Width:			14
		+Texture:		SBlueHaze1
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.15
		+Zadd:			6
		+Tile Factor:	12, 1
		+Translation:	-10
	$Section:
		+Width:			25.0
		+Texture:		SBlueHaze2
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.25
		+Zadd:			3
		+Tile Factor:	12, 1
		+Translation:	-6
	$Section:
		+Width:			40.0
		+Texture:		BlueFade
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.35
		+Zadd:			1
;end


$Name:		Vishnan AAA
$turret name: AAA Beam
$Model File:						none
@Laser Bitmap:						laserglow01
@Laser Color: 						20, 150, 100
@Laser Length:						0.0
@Laser Head Radius:					0.60
@Laser Tail Radius:					0.60
$Mass:								100.0
$Velocity:							1000.0
$Fire Wait:							5.0
$Damage:							15
$Damage Type: 						SmallBeam
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					2.0
$Lifetime:							50.0
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							124
$ImpactSnd:			MV_AAABeam_Impact
+Weapon Range:						1800
$Flags: 							( "Big Ship" "beam" )
$Impact Explosion: 					exp04
$Impact Explosion Radius: 			5
$BeamInfo:
	+Type:									3
	+Life:									1.9
	+Warmup:								1000
	+Warmdown:								1000
	+Radius:								10.0
	+PCount:								24
	+PRadius:								2.4
	+PAngle:								65.0
	+PAni:									particle_turq
	+Miss Factor:							1.9 1.8 1.7 1.6 1.5
	+BeamSound:								301
	+WarmupSound:							300
	+WarmdownSound:							302
	+Muzzleglow:							ABeamAGlow
	+Shots:									2
	+ShrinkFactor:							0.0
	+ShrinkPct:								0.0
	+BeamWidth: 							10.0
	+Beam Piercing Effect: 					exp06
	+Beam Piercing Radius: 					5.0
	+Beam Piercing Effect Velocity:			25
	+Beam Piercing Splash Effect Velocity:	-2.5
	+Beam Piercing Effect Variance: 		0.01
	$Section:
		+Width:			2.0
		+Texture:		AbeamAA
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.1
		+Zadd:			2.0
		+Tile Factor:	133, 1
		+Translation:	-4
	$Section:
		+Width:			3.0
		+Texture:		AbeamAB
		+RGBA Inner:	0 0 0 2
		+RGBA Outer:	0 0 0 0
		+Flicker:		0.1
		+Zadd:			1.0
		+Tile Factor:	44, 1
		+Translation:	-3
	$Section:
		+Width:			4.0
		+Texture:		AbeamAD
		+RGBA Inner:	0 0 0 2
		+RGBA Outer:	0 0 0 0
		+Flicker:		0.1
		+Zadd:			1.0
		+Tile Factor:	57, 1
		+Translation:	-5
	$Section:
		+Width:			10.0
		+Texture:		AbeamAC
		+RGBA Inner:	2 0 0 2
		+RGBA Outer:	0 0 0 0
		+Flicker:		0.4
		+Zadd:			0.0
		+Tile Factor:	17, 1
		+Translation:	-3
;end


$Name:		ABeamTiny
$Turret Name: Small Beam
$Model File:						none
@Laser Bitmap:						laserglow01
@Laser Color: 						20, 150, 100
@Laser Length:						0.0
@Laser Head Radius:					0.30
@Laser Tail Radius:					0.30
$Mass:								100.0
$Velocity:							2000.0
$Fire Wait:							20.0
$Damage:							200
$Damage Type: 						HugeBeam
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							20
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							124
$ImpactSnd:			MV_AAABeam_Impact
+Weapon Range:						4000
$Flags: 							( "Big Ship" "huge" "beam" "same turret cooldown" )
$Impact Explosion: 					exp04
$Impact Explosion Radius: 			7.5
$BeamInfo:
	+Type:									0
	+Life:									3.0
	+Warmup:								2500
	+Warmdown:								2000
	+Radius:								15.0
	+PCount:								24
	+PRadius:								2.4
	+PAngle:								65.0
	+PAni:									particle_turq
	+Miss Factor:							1.4 1.3 1.2 1.1 1.0
	+BeamSound:								304
	+WarmupSound:							303
	+WarmdownSound:							305
	+Muzzleglow:							ABeamAGlow
	+Shots:									0
	+ShrinkFactor:							0.1
	+ShrinkPct:								1.8
	+BeamWidth: 							15.0
	+Beam Flash Effect: 					capflash
	+Beam Flash Radius: 					7.5
	+Beam Piercing Effect: 					exp06
	+Beam Piercing Radius: 					7.5
	+Beam Piercing Effect Velocity: 		200
	+Beam Piercing Splash Effect Velocity: 	-20
	+Beam Piercing Effect Variance: 		0.01
	$Section:
		+Width:			3.0
		+Texture:		AbeamAA
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.1
		+Zadd:			2.0
		+Tile Factor:	133, 1
		+Translation:	-4
	$Section:
		+Width:			4.5
		+Texture:		AbeamAB
		+RGBA Inner:	0 0 0 2
		+RGBA Outer:	0 0 0 0
		+Flicker:		0.1
		+Zadd:			1.0
		+Tile Factor:	44, 1
		+Translation:	-3
	$Section:
		+Width:			6.0
		+Texture:		AbeamAD
		+RGBA Inner:	0 0 0 2
		+RGBA Outer:	0 0 0 0
		+Flicker:		0.1
		+Zadd:			1.0
		+Tile Factor:	57, 1
		+Translation:	-5
	$Section:
		+Width:			15.0
		+Texture:		AbeamAC
		+RGBA Inner:	5 0 0 2
		+RGBA Outer:	0 0 0 0
		+Flicker:		0.4
		+Zadd:			0.0
		+Tile Factor:	17, 1
		+Translation:	-3
;end


$Name:		SABeam
$Turret Name: Light Beam
$Model File:						none
@Laser Bitmap:						laserglow01
@Laser Color: 						20, 150, 100
@Laser Length:						0.0
@Laser Head Radius:					0.30
@Laser Tail Radius:					0.30
$Mass:								100.0
$Velocity:							1000.0
$Fire Wait:							25.0
$Damage:							400
$Damage Type: 						HugeBeam
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.4
$Lifetime:							30.0
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							124
$ImpactSnd:			MV_Beam_Impact
+Weapon Range:						3700
$Flags: 							( "Big Ship" "huge" "beam" "same turret cooldown" )
$Impact Explosion: 					exp04
$Impact Explosion Radius: 			17.5
$BeamInfo:
	+Type:									0
	+Life:									6.0
	+Warmup:								2500
	+Warmdown:								1500
	+Radius:								35.0
	+PCount:								25
	+PRadius:								3.0
	+PAngle:								65.0
	+PAni:									particle_turq
	+Miss Factor:							1.4 1.3 1.2 1.1 1.0
	+BeamSound:								304
	+WarmupSound:							303
	+WarmdownSound:							305
	+Muzzleglow:							vbeamglow
	+Shots:									0
	+ShrinkFactor:							0.1
	+ShrinkPct:								1.8
	+BeamWidth: 							23.0
	+Beam Flash Effect: 					capflash
	+Beam Flash Radius: 					11.5
	+Beam Piercing Effect: 					exp06
	+Beam Piercing Radius: 					11.5
	+Beam Piercing Effect Velocity: 		200
	+Beam Piercing Splash Effect Velocity: 	-20
	+Beam Piercing Effect Variance: 		0.01
	$Section:
		+Width:			10.0
		+Texture:		ABeam2Core
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.1
		+Zadd:			6
		+Tile Factor: 	10, 1
		+Translation: 	-25
	$Section:
		+Width:			15.0
		+Texture:		ABeam2Glow
		+RGBA Inner:	0 0 0 2
		+RGBA Outer:	0 0 0 0
		+Flicker:		0.2
		+Zadd:			4
		+Tile Factor: 	10, 1
		+Translation: 	-15
	$Section:
		+Width:			23.0
		+Texture:		ABeam2GlowHaze
		+RGBA Inner:	5 0 0 2
		+RGBA Outer:	0 0 0 0
		+Flicker:		0.4
		+Zadd:			2
		+Tile Factor: 	14, 1
		+Translation: 	-10
	$Section:
		+Width:			35.0
		+Texture:		TurqFade
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.35
		+Zadd:			1
;end


$Name:                          Pulsar-AAA
	+Tech Title:					XSTR( "'Helicon Spear' Beam System", -1 )
	+Tech Description:				XSTR( "Anti-fighter beams have always been an afterthought in GTVA weapons development.  Big, flashy anti-ship beam projects invariably take the lion's share of engineering talent and funding, and what remains is typically taken for conventional weapon systems.  Even private defense contractors seem to see no future in the concept.  This, more than any engineering bottleneck, is why the Phalanx anti-fighter beam has remained unchanged for the last 25 years, even as the ships it is mounted on and the weapons it is mounted alongside grow ever more capable.  

While the growing deficiency has been noted by ship captains, political support for a replacement never materialized.  Instead, prospects for a replacement came from a different source: a wager between two engineering teams at the Ophion Field Dynamics Laboratory in Beta Aquilae.  While the specifics of this wager are not recorded, both teams set to work on reviving a dead field.

The obvious thing to expect was something along the lines of 'Phalanx, but better', or a version of ULTRA that addressed its reliability and targeting problems.  Instead, the design team produced a fascinating weapon.  Using grossly oversized capacitors feeding an emitter no larger than that of the Phalanx, the 'Helicon Spear' Dual-Purpose Beam System is by far the most compact anti-warship beam ever designed.  A weapon of frighteningly high power for its size, but with a dynamic beam envelope agile enough to track fast-moving strikecraft and ordnance. 

The weapon's ravenous appetite places a lot of strain on power systems, and because of the beam's high yield, it is very sensitive to changes in its comparatively lower intensity magnetic bottle.  Without a full lock (an uncertain prospect against rapidly maneuvering targets), the beam envelope tends to ablate on shield matrices, resulting in partial power discharge before impact with the hull.  This issue will remain until the installation of more powerful magnetic field stabilizers, ideally mounted on a full turret assembly. ", -1 )
$end_multi_text
$turret name: AAA Beam
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:					136, 136, 249
@Laser Length:					0.0
@Laser Head Radius:				0.60
@Laser Tail Radius:				0.60
$Mass:                          1
$Velocity:                      1000.0
$Fire Wait:                     1.5
$Damage:                        100
$Damage Type: 					SmallBeam
$Armor Factor:                  1.0
$Shield Factor:                 0.2
$Subsystem Factor:              1.0
$Lifetime:                      40.0
$Energy Consumed:               0.30
$Cargo Size:                    0.0
$Homing:                        NO
$LaunchSnd:                     PulsarShot
$ImpactSnd:			MV_AAABeam_Impact
+Weapon Range:					2000
$Flags:                         ( "Big Ship" "beam" "same turret cooldown" "no pierce shields" "anti-subsystem beam" )
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:					exp04
$Impact Explosion Radius:			4
$Muzzleflash:			pulsar_flash_inner	
$BeamInfo:
	+Type:						0
	+Life:			  			0.4
	+Warmup:		  			0
	+Warmdown:					0
	+Radius:					50.0
	+PCount:					24
	+PRadius:					2.4
	+PAngle:					65.0
	+PAni:						particle_blue
	+Miss Factor:				0.5 0.5 0.5 0.5 0.5
	+Friendly Miss Factor:			1.0 1.1	1.2 1.3 1.4
	+Hostile Miss Factor:			1.4 1.3 1.2 1.1 1.0
	+BeamSound:					TEI_AntiFtr
	+Muzzleglow:				pulsar_muzzleflash
	+Directional Glow:			500
	+Range:									4900
	+Beam Piercing Effect:					exp06
	+Beam Piercing Radius:					2.0
	+Beam Piercing Effect Velocity:			10
	+Beam Piercing Splash Effect Velocity:	-1
	+Beam Piercing Effect Variance:			0.01
	$Section:
		+Width:			20.0
		+Texture:		Pulsar
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.0
		+Zadd:			0.0
		+Tile Factor:	1, 0
		+Translation:	0
	$Section:
		+Width:			20.0
		+Texture:		Pulsar
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.0
		+Zadd:			0.0
		+Tile Factor:	1, 0
		+Translation:	0	

$Name:		BABeam
+Tech Title:						XSTR( "Vishnan Beam Weapons", -1 )
	+Tech Description:				XSTR( "Vishnan beam weapons, like those of the Alliance and the Shivans, are relativistic plasma weapons. Unlike their Shivan and Alliance counterparts, Vishnan beams use a strip of gravitationally altered space-time, rather than a magnetic bottle, to guide the beam to its target. Gravity is a significantly less powerful force than electromagnetism, so the power requirements should be enormous and the efficiency reduced, but Vishnan beam weapons nonetheless outperform our own. Hasty examination of Vishnan warship debris suggests that they lack internal heatsinks. Scientists hypothesize that the Vishnans may sink heat through standing subspace gates. Although Vishnan beam weapons are powerful and frequently outperform Shivan equivalents, they do not seem capable of the extreme scalability that allows the Shivans to generate weapons like the Sathanas juggernaught's main guns. ", -1 )
$end_multi_text
$Turret Name: Heavy Beam
$Model File:						none
@Laser Bitmap:						laserglow01
@Laser Color: 						20, 150, 100
@Laser Length:						0.0
@Laser Head Radius:					0.30
@Laser Tail Radius:					0.30
$Mass:								100.0
$Velocity:							1000.0
$Fire Wait:							25
$Damage:							870
$Damage Type: 						HugeBeam
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.4
$Lifetime:							30.0
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							124
$ImpactSnd:			MV_Beam_Large_Impact
+Weapon Range:						5000
$Flags: 							( "Big Ship" "huge" "beam" "same turret cooldown" )
$Impact Explosion: 					exp04
$Impact Explosion Radius: 			35
$BeamInfo:
	+Type:									0
	+Life:									8.0
	+Warmup:								3200
	+Warmdown:								2500
	+Radius:								70.0
	+PCount:								30
	+PRadius:								2.8
	+PAngle:								65.0
	+PAni:									particle_turq
	+Miss Factor:							1.4 1.3 1.2 1.1 1.0
	+BeamSound:								304
	+WarmupSound:							303
	+WarmdownSound:							305
	+Muzzleglow:							vbeamglow
	+Shots:									0
	+ShrinkFactor:							0.1
	+ShrinkPct:								1.8
	+BeamWidth: 							45.0
	+Beam Flash Effect: 					capflash
	+Beam Flash Radius: 					22.5
	+Beam Piercing Effect: 					exp06
	+Beam Piercing Radius: 					22.5
	+Beam Piercing Effect Velocity: 		200
	+Beam Piercing Splash Effect Velocity: 	-20
	+Beam Piercing Effect Variance: 		0.01
	$Section:
		+Width:			20.0
		+Texture:		ABeam2Core
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.1
		+Zadd:			9
		+Tile Factor: 	10, 1
		+Translation: 	-25
	$Section:
		+Width:			28.0
		+Texture:		ABeam2Glow
		+RGBA Inner:	0 0 0 2
		+RGBA Outer:	0 0 0 0
		+Flicker:		0.3
		+Zadd:			6
		+Tile Factor: 	10, 1
		+Translation: 	-16
	$Section:
		+Width:			45.0
		+Texture:		ABeam2GlowHaze
		+RGBA Inner:	5 0 0 2
		+RGBA Outer:	0 0 0 0
		+Flicker:		0.4
		+Zadd:			3
		+Tile Factor: 	10, 1
		+Translation: 	-13
	$Section:
		+Width:			70.0
		+Texture:		TurqFade
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.35
		+Zadd:			1
;end


$Name:		LRABeam
$Turret Name: ER Beam
$Model File:						none
@Laser Bitmap:						laserglow01
@Laser Color: 						20, 150, 100
@Laser Length:						0.0
@Laser Head Radius:					0.30
@Laser Tail Radius:					0.30
$Mass:								100.0
$Velocity:							1000.0
$Fire Wait:							25.0
$Damage:							2500
$Damage Type: 						HugeBeam
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.4
$Lifetime:							30.0
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							124
$ImpactSnd:			MV_Beam_Large_Impact
+Weapon Range:						15000
$Flags: 							( "Big Ship" "huge" "beam" "same turret cooldown" )
$Impact Explosion: 					exp04
$Impact Explosion Radius: 			55
$BeamInfo:
	+Type:									0
	+Life:									7.0
	+Warmup:								3500
	+Warmdown:								2500
	+Radius:								140.0
	+PCount:								50
	+PRadius:								3.0
	+PAngle:								65.0
	+PAni:									particle_turq
	+Miss Factor:							1.4 1.3 1.2 1.1 1.0
	+BeamSound:								304
	+WarmupSound:							303
	+WarmdownSound:							305
	+Muzzleglow:							vbeamglow
	+Shots:									0
	+ShrinkFactor:							0.1
	+ShrinkPct:								1.8
	+BeamWidth: 							70.0
	+Beam Flash Effect: 					capflash
	+Beam Flash Radius: 					35.0
	+Beam Piercing Effect: 					exp06
	+Beam Piercing Radius: 					35.0
	+Beam Piercing Effect Velocity: 		200
	+Beam Piercing Splash Effect Velocity: 	-20
	+Beam Piercing Effect Variance: 		0.01
	$Section:
		+Width:			40.0
		+Texture:		ABeam2Core
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.1
		+Zadd:			6.0
		+Tile Factor: 	10, 1
		+Translation: 	-17
	$Section:
		+Width:			55.0
		+Texture:		ABeam2Glow
		+RGBA Inner:	0 0 0 5
		+RGBA Outer:	0 0 0 0
		+Flicker:		0.2
		+Zadd:			3.0
		+Tile Factor: 	10, 1
		+Translation: 	-9
	$Section:
		+Width:			70.0
		+Texture:		ABeam2GlowHaze
		+RGBA Inner:	5 0 0 5
		+RGBA Outer:	0 0 0 0
		+Flicker:		0.3
		+Zadd:			0.0
		+Tile Factor: 	10, 1
		+Translation: 	-4
	$Section:
		+Width:			110.0
		+Texture:		TurqFade
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.35
		+Zadd:			1
;end


;=====>> BP2 WEAPONS <<=======

$Name:		UEF Light Turret
$Turret Name: Light Pulse
$Model File:						none
@Laser Bitmap:						uefturret
@Laser Glow:						CapTurret_Glow
@Laser Color:						20, 230, 20
@Laser Color2:						20, 150, 20
@Laser Length:						10.0
@Laser Head Radius:					1.0
@Laser Tail Radius:					1.0
$Mass:								0.4
$Velocity: 							400.0
$Fire Wait:							1.0
$Damage: 							25
$Damage Type: 						NormalWeapon
$Detonation Range:						1740
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.25
$Lifetime:							4.4
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							111
$ImpactSnd:							85
+Weapon Range: 						1100
$Flags:								( "Big Ship" )
$Impact Explosion: 					Prometheus_Impact
$Impact Explosion Radius: 			2.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			1.0
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles:			5
$Muzzleflash: 						Gmuzzle


$Name:		UEF Medium Turret
	+Tech Title: 					XSTR( "Uller Block 0 CIWS", -1 )
	+Tech Anim: 					none
	+Tech Description: 				XSTR( "The Uller was a Han-Ronald weapon designed to replace the older plasma pulse weapons in use aboard GTA warships. Design was already in progress when the Lucifer detonation collapsed the node, and as the GTA in Sol lapsed into irrelevance, the program faltered. When the newborn Federation issued its first requirement for a tactical and patrol combatant, the Sanctus cruiser, the Uller was resurrected from Han-Ronald archives to provide light point defense. The Uller improves on older Djinn and Houndtooth designs primarily through improved power draw and heat generation. However, the Uller Block 0 does offer a slight damage improvement over the older Houndtooth. More impressively, Han-Ronald engineers were able to extend and improve the magnetic bottle, increasing the weapon's range and speed drastically. Unfortunately for Han-Ronald, these weapons continued to underperform against shielded fighter attack, and were rapidly rendered obsolete by new Jovian point defense weapons. They continue to serve in a limited fashion aboard Federation military and civilian shipping, primarily as antiwarhead defenses, where their three-kilometer range and pinpoint accuracy is a boon to early bomb intercept.
", -1 )
$end_multi_text
$Turret Name: Pulse Gun
$Model File: 						none
@Laser Bitmap:						uefturret
@Laser Glow:						CapTurret_Glow
@Laser Color:						20, 230, 20
@Laser Color2:						20, 150, 20
@Laser Length:						15.0
@Laser Head Radius:					1.5
@Laser Tail Radius:					1.5
$Mass:								0.4
$Velocity:							400.0
$Fire Wait:							1.0
$Damage:							50
$Damage Type: 						NormalWeapon
$Detonation Range:						3340
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.25
$Lifetime:							8.4
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							111
$ImpactSnd:							85
+Weapon Range: 						1375
$Flags:								( "Big Ship" )
$Impact Explosion: 					Prometheus_Impact
$Impact Explosion Radius:			3.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			1.5
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						Gmuzzle


$Name:		UEF Heavy Turret
	+Tech Title: 					XSTR( "Uller Block 1 CIWS", -1 )
	+Tech Anim: 					none
	+Tech Description: 				XSTR( "The Block 2 Uller was designed alongside its smaller sibling as an upgrade to the Great War-era Djinn design. It was intended to serve as the primary weapon of a new generation of warships, but in spite of vast improvements over its predecessor - doubled damage, enhanced range and projectile speed - the fundamental concept of the Great War-era plasma weapon was obsolete. These heavy plasma weapons can engage targets out to nearly three kilometers, but they have largely been relegated to the secondary point defense role aboard some Federation warships and civilian spacecraft. The Sanctus cruiser, one of the Federation's oldest warship designs, still uses these weapons as part of its armament, relying on their low power draw and heat footprint to supplement its railguns and more modern point defense weapons.", -1 )
	$end_multi_text
$Turret Name: Heavy Pulse
$Model File:						none
@Laser Bitmap:						uefturret
@Laser Glow:						CapTurret_Glow
@Laser Color:						20, 230, 20
@Laser Color2:						20, 150, 20
@Laser Length:						20.0
@Laser Head Radius:					2.0
@Laser Tail Radius:					2.0
$Mass:								2.0
$Velocity:							600.0
$Fire Wait:							1.0
$Damage:							100
$Damage Type: 						NormalWeapon
$Detonation Range:						4300
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.25
$Lifetime:							7.2
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							111
$ImpactSnd:							85
+Weapon Range: 						1800
$Flags:								( "big ship" )
$Impact Explosion: 					Prometheus_Impact
$Impact Explosion Radius: 			4.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			2.0
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						Gmuzzle

$Name:		Point Defense Turret
	+Tech Title: 					XSTR( "TWS-6 Khatvanga PDS", -1 )
	+Tech Anim: 					none
	+Tech Description: 				XSTR( "Jovian-designed Khatvanga rapid-fire plasma pulse weapon, firing in ten-shot bursts for improved hit probability and damage output. Standard point defense weapon on Federation warships, excelling at warhead intercept. Often employed by warship captains to disarm enemy turrets in close-range duels. Aesthetically impressive. Also produced at backup sites in low Earth orbit and in Martian workshops.", -1 )
$end_multi_text
$Turret Name: Point Defense
$Model File:						none
@Laser Bitmap:						pd2
@Laser Glow:						Prometheus_Glow
@Laser Color:						250, 250, 250
@Laser Color2:						150, 150, 150
@Laser Length:						9.0
@Laser Head Radius:					1.5
@Laser Tail Radius:					1.5
$Mass:								0.1
$Velocity:							750.0
$Fire Wait:							2.0
$Damage:							15			
$Damage Type: 						NormalWeapon
$Detonation Range:						1480	
$Shockwave Damage Type:				Shockwave
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.25
$Lifetime:							2.05
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							323
$ImpactSnd:							85
+Weapon Range:						1400
$Flags: 							( "Big Ship" )
$Trail:
	+Start Width:	3.0
	+End Width:		3.0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		0.10
	+Bitmap:		missiletrail02
$Impact Explosion: 					MS_Impact
$Impact Explosion Radius: 			6.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			3.0
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						Cmuzzle_small
$Burst Shots:						10
$Burst Delay: 						100
$Burst Flags: 						( "fast firing" )

$Name:		PD Turret#Player
$Turret Name: Point Defense
$Model File:						none
@Laser Bitmap:						pd2
@Laser Glow:						Prometheus_Glow
@Laser Color:						250, 250, 250
@Laser Color2:						150, 150, 150
@Laser Length:						3.0
@Laser Head Radius:					3.0
@Laser Tail Radius:					3.0
$Mass:								0.1
$Velocity:							750.0
$Fire Wait:							2.0
$Damage:							15
$Damage Type: 						NormalWeapon
$Detonation Range:					1480
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.25
$Lifetime:							2.05
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							323
$ImpactSnd:							85
+Weapon Range:						1400
$Flags: 							( "Big Ship" )
$Trail:
	+Start Width:	3.0
	+End Width:		3.0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		0.10
	+Bitmap:		missiletrail02
$Impact Explosion: 					MS_Impact
$Impact Explosion Radius: 			6.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			3.0
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						Cmuzzle_small
$Burst Shots:						10
$Burst Delay: 						100


$Name:		Burst Flak
+Tech Title: 					XSTR( "TWS-9 Aindraastra Flak System", -1 )
	+Tech Anim: 					none
	+Tech Description: 				XSTR( "The Aindraastra burst flak system was developed shortly after the Great War under the codename 'Juniper' as part of a Han-Ronald project to improve warship close defense systems, but only commissioned for production ten years later. The Aindraastra suppresses an area with a spread of caseless nuclear-yield flak munitions. Ineffective against warheads, but devastating against fighters and bombers, the Aindraastra makes a decisive contribution to Federation warships' reputation as fighter-killers.", -1 )
$end_multi_text
$Turret Name: Burst Flak
$Model File:						Blip.pof
$Mass:								1.0
$Velocity:							750.0
$Fire Wait:							2.0
$Damage:							40
$Damage Type: 						NormalFlak
$Shockwave Damage Type:				Shockwave
$Blast Force:						20.0
$Inner Radius:						10.0
$Outer Radius:						20.0
$Shockwave Speed:					0.0
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.25
$Lifetime Min:				1.5
$Lifetime Max:				3.0

$Energy Consumed:					0.0
$Cargo Size:						1.0
$Homing:							NO
$LaunchSnd:							312
$ImpactSnd:							BurstFlak
+Weapon Range:				2500        
+Weapon Min Range:			160
$Flags: 							( "big ship" "cycle" "stream" "same turret cooldown" "flak" "render flak" "particle spew" )
$Impact Explosion: 			Exp_Flak_Big
$Impact Explosion Radius: 			15
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			7.5
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		5
$Muzzleflash:		flakmuzzle
$Pspew:
	+Index: 0
	+Count:		2
	+Time:		1
	+Vel:		0.4
	+Radius:	0.8
	+Scale:		0.05
	+Bitmap:	flakpart
$FOF: 								5.0
$Burst Shots:				12
$Burst Delay:				20
$Burst Flags:				( "fast firing" )

$Name:		Mass Driver#Sanctus
$Turret Name: Mass Driver
$Model File:						none
@Laser Bitmap:						massdriver_bitmap
@Laser Glow:						Maxim_Glow
@Laser Color:						250, 200, 50
@Laser Color2:						255, 200, 10
@Laser Length:						1.0
@Laser Head Radius:					7.5
@Laser Tail Radius:					7.5
$Mass:								2.0
$Velocity:							1000.0
$Fire Wait:							10.0
$Damage:							600
$Damage Type: 						HugeWeapon
$Blast Force:						100.0
$Inner Radius:						20.0
$Outer Radius:						30.0
$Shockwave Speed:					0.0
$Armor Factor:						1.0
$Shield Factor:						0.25
$Subsystem Factor:					0.25
$Lifetime:							3.6
$Energy Consumed:					0.0
$Cargo Size:						1.0
$Homing:							NO
$LaunchSnd:							324
$ImpactSnd:							330
+Weapon Range:						3000
$Flags: 							( "Huge" "big ship" "same turret cooldown" "no subsystem homing" )
$Trail:
	+Start Width:	7.5
	+End Width:		20.0
	+Start Alpha:	0.5
	+End Alpha:		0.0
	+Max Life:			4.0
	+Bitmap:			Missiletrail101
$Impact Explosion: 			Exp_Medium
$Impact Explosion Radius: 			30.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			15.0
$Piercing Impact Velocity: 			200
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		10
$Muzzleflash: 						massdriver_sanctus


$Name:		Mass Driver#Karuna
+Tech Title: 						XSTR( "CG-2a Varunastra-A Mass Driver", -1 )
	+Tech Anim: 					none
	+Tech Description: 				XSTR( "The mass driver variant of the Varunastra gun is the short-range, brute-force element of the UEF's direct-fire warship weapons systems. Firing explosive-tipped ceramic rounds, the Varunastra-A can inflict punishing damage to corvettes and destroyers alike. Although Karuna frigates can snipe at range with their gauss cannons, they must close in to the 4-kilometer range of the mass driver to decisively conclude the engagement. Jovian engineers at Stormrider Systems built this weapon in concert with Earth-based Consolidated Material Dynamics more than fifteen years ago.", -1 )
$end_multi_text
$Turret Name: Mass Driver
$Model File:						none
@Laser Bitmap:						massdriver_bitmap
@Laser Glow:						Maxim_Glow
	@Laser Color:			255, 110, 0
	@Laser Color2:			255, 180, 0
	@Laser Length:			18.25
	@Laser Head Radius:		15.0
	@Laser Tail Radius:		15.0
$Mass:								4.0
$Velocity:							1000.0
$Fire Wait:							10.0
$Damage:							1200
$Damage Type: 						HugeWeapon
$Blast Force:						200.0
$Inner Radius:						40.0
$Outer Radius:						60.0
$Shockwave Speed:					0.0
$Armor Factor:						1.0
$Shield Factor:						0.25
$Subsystem Factor:					0.25
$Lifetime:							4.2
$Energy Consumed:					0.0
$Cargo Size:						1.0
$Homing:							NO
$LaunchSnd:							329
$ImpactSnd:							88
+Weapon Range:						3500
$Flags: 							( "Huge" "big ship" "same turret cooldown" "no subsystem homing" )
$Trail:
	+Start Width:	15.0
	+End Width:		45.0
	+Start Alpha:	0.5
	+End Alpha:		0.0
	+Max Life:			4.0
	+Bitmap:			Missiletrail101
$Impact Explosion: 			Exp_Large
$Impact Explosion Radius: 			60.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			30.0
$Piercing Impact Velocity: 			200
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		10
$Muzzleflash: 						massdriver_karuna

$Name:		Mass Driver#KarunaMk2
+Tech Title: 						XSTR( "CG-2a Varunastra-A Mass Driver", -1 )
	+Tech Anim: 					none
	+Tech Description: 				XSTR( "The mass driver variant of the Varunastra gun is the short-range, brute-force element of the UEF's direct-fire warship weapons systems. Firing explosive-tipped ceramic rounds, the Varunastra-A can inflict punishing damage to corvettes and destroyers alike. Although Karuna frigates can snipe at range with their gauss cannons, they must close in to the 4-kilometer range of the mass driver to decisively conclude the engagement. Jovian engineers at Stormrider Systems built this weapon in concert with Earth-based Consolidated Material Dynamics more than fifteen years ago.", -1 )
$end_multi_text
$Turret Name: Mass Driver
$Model File:						none
@Laser Bitmap:						massdriver_bitmap
@Laser Glow:						Maxim_Glow
	@Laser Color:			255, 110, 0
	@Laser Color2:			255, 180, 0
	@Laser Length:			18.25
	@Laser Head Radius:		22.5
	@Laser Tail Radius:		22.5
$Mass:								4.0
$Velocity:							1000.0
$Fire Wait:							10.0
$Damage:							1800
$Damage Type: 						HugeWeapon
$Blast Force:						200.0
$Inner Radius:						40.0
$Outer Radius:						60.0
$Shockwave Speed:					0.0
$Armor Factor:						1.0
$Shield Factor:						0.25
$Subsystem Factor:					0.25
$Lifetime:							4.2
$Energy Consumed:					0.0
$Cargo Size:						1.0
$Homing:							NO
$LaunchSnd:							329
$ImpactSnd:							88
+Weapon Range:						3500
$Flags: 							( "Huge" "big ship" "same turret cooldown" "no subsystem homing" )
$Trail:
	+Start Width:	22.5
	+End Width:		67.5
	+Start Alpha:	0.5
	+End Alpha:		0.0
	+Max Life:			4.0
	+Bitmap:			Missiletrail101
$Impact Explosion: 			Exp_Large
$Impact Explosion Radius: 			60.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			30.0
$Piercing Impact Velocity: 			200
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		10
$Muzzleflash: 						massdriver_karuna

$Name: 		Mass Driver#Narayana
$Turret Name: Mass Driver
$Model File:						none
@Laser Bitmap: 						massdriver_bitmap
@Laser Glow: 						Maxim_Glow
@Laser Color:						250, 200, 50
@Laser Color2:						255, 200, 10
@Laser Length:						100.0
@Laser Head Radius: 				30.00
@Laser Tail Radius:  				30.00
$Mass:								8.0
$Velocity:							3000.0
$Fire Wait:							10.0
$Damage:							2400
$Damage Type: 						HugeWeapon
$Blast Force:						400.0
$Inner Radius:						80.0
$Outer Radius:						120.0
$Shockwave Speed:					0.0
$Armor Factor:						1.0
$Shield Factor:						0.25
$Subsystem Factor:					0.25
$Lifetime:							4.8
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							321
$ImpactSnd:							330
+Weapon Range: 						12000
$Flags:								( "Big Ship" "Huge" "supercap" "same turret cooldown" "no subsystem homing" )
$Trail:
	+Start Width:	30.0
	+End Width:		90.0
	+Start Alpha:	0.5
	+End Alpha:		0.0
	+Max Life:			4.0
	+Bitmap:			Missiletrail101
$Impact Explosion:			Exp_Huge
$Impact Explosion Radius: 			120.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			60.0
$Piercing Impact Velocity: 			200
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		10
$Muzzleflash: 						massdriver_narayana

$Name:		Mass Driver#Solaris
+Tech Title: 						XSTR( "CG-2a Varunastra-A Mass Driver", -1 )
	+Tech Anim: 					none
	+Tech Description: 				XSTR( "The mass driver variant of the Varunastra gun is the short-range, brute-force element of the UEF's direct-fire warship weapons systems. Firing explosive-tipped ceramic rounds, the Varunastra-A can inflict punishing damage to corvettes and destroyers alike. Although Karuna frigates can snipe at range with their gauss cannons, they must close in to the 4-kilometer range of the mass driver to decisively conclude the engagement. Jovian engineers at Stormrider Systems built this weapon in concert with Earth-based Consolidated Material Dynamics more than fifteen years ago.", -1 )
$end_multi_text
$Turret Name: Mass Driver
$Model File:						none
@Laser Bitmap:						massdriver_bitmap
@Laser Glow:						Maxim_Glow
	@Laser Color:			255, 110, 0
	@Laser Color2:			255, 180, 0
	@Laser Length:			18.25
	@Laser Head Radius:		30.0
	@Laser Tail Radius:		30.0
$Mass:								4.0
$Velocity:							1000.0
$Fire Wait:							10.0
$Damage:							1200
$Damage Type: 						HugeWeapon
$Blast Force:						200.0
$Inner Radius:						40.0
$Outer Radius:						60.0
$Shockwave Speed:					0.0
$Armor Factor:						1.0
$Shield Factor:						0.25
$Subsystem Factor:					0.25
$Lifetime:							8.4
$Energy Consumed:					0.0
$Cargo Size:						1.0
$Homing:							NO
$LaunchSnd:							329
$ImpactSnd:							330
+Weapon Range:						4500
$Flags: 							( "Huge" "big ship" "same turret cooldown" "no subsystem homing" )
$Trail:
	+Start Width:	30.0
	+End Width:		90.0
	+Start Alpha:	0.5
	+End Alpha:		0.0
	+Max Life:		4
	+Bitmap:			Missiletrail101
$Impact Explosion: 			Exp_Large
$Impact Explosion Radius: 			60.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			30.0
$Piercing Impact Velocity: 			200
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		10
$Muzzleflash: 						massdriver_karuna
$FOF: 								0.2

$Name:		Mass Driver#Small
$Turret Name: Mass Driver
$Model File:						none
@Laser Bitmap:						massdriver_bitmap
@Laser Glow:						Maxim_Glow
@Laser Color:						250, 200, 50
@Laser Color2:						255, 200, 10
@Laser Length:						1.0
@Laser Head Radius:					7.5
@Laser Tail Radius:					7.5
$Mass:								2.0
$Velocity:							1000.0
$Fire Wait:							2.5
$Damage:							150
$Damage Type: 						HugeWeapon
$Blast Force:						100.0
$Inner Radius:						20.0
$Outer Radius:						30.0
$Shockwave Speed:					0.0
$Armor Factor:						1.0
$Shield Factor:						0.25
$Subsystem Factor:					0.25
$Lifetime:							3.6
$Energy Consumed:					0.0
$Cargo Size:						1.0
$Homing:							NO
$LaunchSnd:							Small_Mass_Driver
$ImpactSnd:							88
+Weapon Range:						3000
$Flags: 							( "Huge" "big ship" "same turret cooldown" "no subsystem homing" )
$Trail:
	+Start Width:	7.5
	+End Width:		15.0
	+Start Alpha:	0.25
	+End Alpha:		0.0
	+Max Life:			2.0
	+Bitmap:			Missiletrail101
$Impact Explosion: 			Exp_Medium
$Impact Explosion Radius: 			30.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			15.0
$Piercing Impact Velocity: 			200
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		10
$Muzzleflash: 						massdriver_sanctus
$FOF: 								0.4

	
$Name: 		Mass Driver#Toutatis
$Turret Name: Mass Driver
$Model File:						none
@Laser Bitmap: 						massdriver_bitmap
@Laser Glow: 						Maxim_Glow
@Laser Color:						250, 200, 50
@Laser Color2:						255, 200, 10
@Laser Length:						4.0
@Laser Head Radius: 				60.00
@Laser Tail Radius:  				60.00
$Mass:								8.0
$Velocity:							1500.0
$Fire Wait:							10.0
$Damage:							4800
$Damage Type: 						HugeWeapon
$Blast Force:						400.0
$Inner Radius:						80.0
$Outer Radius:						120.0
$Shockwave Speed:					0.0
$Armor Factor:						1.0
$Shield Factor:						0.25
$Subsystem Factor:					0.25
$Lifetime:							10.8
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							329
$ImpactSnd:							330
+Weapon Range: 						12000
$Flags:								( "Big Ship" "Huge" "supercap" "same turret cooldown" "no subsystem homing" )
$Trail:
	+Start Width:	60.0
	+End Width:		180.0
	+Start Alpha:	0.5
	+End Alpha:		0.0
	+Max Life:			4.0
	+Bitmap:			Missiletrail101
$Impact Explosion:					exp_huge
$Impact Explosion Radius: 			120.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			60.0
$Piercing Impact Velocity: 			200
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		10
$Muzzleflash: 						massdriver_narayana
$FOF: 								0.1

$Name:		Gauss Cannon#Sanctus
$Turret Name: Gauss Cannon
$Model File:						none
@Laser Bitmap: 						railgun
@Laser Glow: 						Maxim_Glow
@Laser Color:						55, 150, 250
@Laser Color2:						55, 120, 210
@Laser Length:						1.0
@Laser Head Radius: 				15.0
@Laser Tail Radius:  				15.0
$Mass:								2.0
$Velocity:							2000.0
$Fire Wait:							10.0
$Damage:							600
$Damage Type: 						HugeWeapon
$Armor Factor:						0.25
$Shield Factor:						0.25
$Subsystem Factor:					1.0
$Lifetime:							2.4
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							308
$ImpactSnd:							330
+Weapon Range: 						4000
$Flags:								( "Big Ship" "Huge" "particle spew" "same turret cooldown" )
$Trail:
	+Start Width:	7.5
	+End Width:		7.5
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		0.3
	+Bitmap:			Missiletrail106
$Impact Explosion:					exp_medium
$Impact Explosion Radius: 			30.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			15.0
$Piercing Impact Velocity: 			100
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		10
$Muzzleflash: 						gausscannon_sanctus
$Pspew:
	+Count:		3
	+Time:		1
	+Vel:		0.0
	+Radius:	0.35
	+Life:		0.1
	+Scale:		1.5
	+Bitmap:	Particle_Blue

$Name:		Gauss Cannon#Karuna
+Tech Title: 						XSTR( "CG-2b Varunastra-B Gauss Cannon", -1 )
	+Tech Anim: 					none
	+Tech Description: 				XSTR( "The long-range Gauss Cannon variant of the Varunastra gun is one of the few tactical advantages Federation warships have in the current conflict. Excellent range and precision compensate for laughably small damage from a depleted uranium penetrator, allowing Federation captains to disable enemy beam weapons, turrets, and subsystems from a safe distance before closing to attack. This tactical flexibility is a major deterrent to simple assault by the GTVA. Hecate destroyers in particular are critically vulnerable to this form of long-range salvo attack. Karuna frigates routinely use their Gauss Cannons to harass targets, forcing GTVA ships to break their formations and charge or be rendered ineffective. Stormrider Systems fabricated the electromagnetic and electronic components of the weapon, while Consolidated Material Dynamics worked on the materials science elements of the design.", -1 )
$end_multi_text
$Turret Name: Gauss Cannon
$Model File:						none
@Laser Bitmap:						railgun
@Laser Glow:						Maxim_Glow
@Laser Color:						55, 150, 250
@Laser Color2:						55, 120, 210
@Laser Length:						2.0
@Laser Head Radius:					30.0
@Laser Tail Radius:					30.0
$Mass:								4.0
$Velocity:							2000.0
$Fire Wait:							10.0
$Damage:							1200
$Damage Type: 						HugeWeapon
$Armor Factor:						0.25
$Shield Factor:						0.25
$Subsystem Factor:					1.0
$Lifetime:							3.6
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							308
$ImpactSnd:							330
+Weapon Range:						6000
$Flags: 							( "Big Ship" "Huge" "particle spew" "same turret cooldown" )
$Trail:
	+Start Width:	15.0
	+End Width:		15.0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		0.3
	+Bitmap:			Missiletrail106
$Impact Explosion: 					exp_medium
$Impact Explosion Radius: 			60.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			30.0
$Piercing Impact Velocity: 			100
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		10
$Muzzleflash: 						gausscannon_karuna
$Pspew:
	+Count:		3
	+Time:		1
	+Vel:		0.0
	+Radius:	0.7
	+Life:		0.1
	+Scale:		1.5
	+Bitmap:	Particle_Blue


$Name:		Gauss Cannon#Narayana
$Turret Name: Gauss Cannon
$Model File:						none
@Laser Bitmap: 						railgun
@Laser Glow: 						Maxim_Glow
@Laser Color:						50, 150, 250
@Laser Color2:						55, 120, 210
@Laser Length:						4.0
@Laser Head Radius:  				30.00
@Laser Tail Radius:  				30.00
$Mass:								10
$Velocity:							2000.0
$Fire Wait:							10.0
$Damage:							2400
$Damage Type: 						HugeWeapon
$Armor Factor:						0.25
$Shield Factor:						0.25
$Subsystem Factor:					1.0
$Lifetime:							12.2
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							308
$ImpactSnd:							330
+Weapon Range: 						12000
$Flags:								( "Big Ship" "Huge" "supercap" "particle spew" "same turret cooldown" "cycle" )
$Trail:
	+Start Width:	15.0
	+End Width:		15.0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		0.3
	+Bitmap:			Missiletrail106
$Impact Explosion: 					exp_large
$Impact Explosion Radius: 			60.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			30.0
$Piercing Impact Velocity: 			100
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		10
$Muzzleflash: 						gausscannon_karuna
$Pspew:
	+Count:		3
	+Time:		1
	+Vel:		0.0
	+Radius:	1.5
	+Life:		0.1
	+Scale:		1.5
	+Bitmap:	Particle_Blue

$Name:		Gattler Turret#Solaris
+Tech Title: 						XSTR( "CG-4 Arashi Mass Driver", -1 )
	+Tech Anim: 					none
	+Tech Description: 				XSTR( "The Stormrider Systems Arashi is a secondary armament of the Solaris class Destroyer. It's a fast-firing mass driver designed to be more flexible than the Varunastra series, substituting a high cyclic rate of fire for sheer impact mass. Tactical doctrine is to use these weapons to quickly disarm and disable enemy vessels at close range.", -1 )
$end_multi_text
$Turret Name: Gattler Turret
$Model File:						none
@Laser Bitmap:						gattler
@Laser Glow:						Prometheus_Glow
@Laser Color: 						250, 180, 50
@Laser Color2: 						0, 5, 0
@Laser Length: 						24.0
@Laser Head Radius: 				12.0
@Laser Tail Radius: 				12.0
$Mass:								0.6
$Velocity:							2000.0
$Fire Wait:							1.0
$Damage:							20
$Damage Type: 						HugeWeapon
$Detonation Range:					4380
$Armor Factor:						1.0
$Shield Factor:						0.25
$Subsystem Factor:					0.25
$Lifetime:							2.2
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							322
$ImpactSnd:							85
+Weapon Range:						4300
$Flags: 							( "Big Ship" "Huge" "same turret cooldown" "cycle" )
$Impact Explosion: 					exp04
$Impact Explosion Radius: 			24.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius:			12.0
$Piercing Impact Velocity: 			40
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		10
$Muzzleflash: 						gattlerturret_solaris
$Burst Shots: 						30
$Burst Delay: 						100
$Burst Flags: 						( "fast firing" )


$Name:		Gattler Turret#KarunaMK2
+Tech Title: 						XSTR( "CG-4 Arashi Mass Driver", -1 )
	+Tech Anim: 					none
	+Tech Description: 				XSTR( "Newest generation of Karuna frigates mount several of these smaller caliber versions of the Solaris Arashi mass drivers. It's a fast-firing mass driver designed to be more flexible than the Varunastra series, substituting a high cyclic rate of fire for sheer impact mass. Tactical doctrine is to use these weapons to quickly disarm and disable enemy vessels at close range.", -1 )
$end_multi_text
$Turret Name: Gattler Turret
$Model File:						none
@Laser Bitmap:						gattler
@Laser Glow:						Prometheus_Glow
@Laser Color: 						250, 180, 50
@Laser Color2: 						0, 5, 0
@Laser Length: 						12.0
@Laser Head Radius: 				6.0
@Laser Tail Radius: 				6.0
$Mass:								0.3
$Velocity:							2000.0
$Fire Wait:							1.0
$Damage:							10
$Damage Type: 						HugeWeapon
$Detonation Range:					4380
$Armor Factor:						1.0
$Shield Factor:						0.25
$Subsystem Factor:					0.25
$Lifetime:							2.2
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							322
$ImpactSnd:							85
+Weapon Range:						4000
$Flags: 							( "Big Ship" "Huge" "same turret cooldown" "cycle" )
$Impact Explosion: 					exp04
$Impact Explosion Radius: 			12.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius:			6.0
$Piercing Impact Velocity: 			40
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		10
$Muzzleflash: 						gattlerturret_solaris
$Burst Shots: 						30
$Burst Delay: 						100
$Burst Flags: 						( "fast firing" )


$Name:		TerSlashBlueAAA
$Turret Name: AAA Beam
$Model File:						none
@Laser Bitmap:						laserglow01
@Laser Color: 						88, 176, 249
@Laser Length:						0.0
@Laser Head Radius:					0.30
@Laser Tail Radius:					0.30
$Mass:								100.0
$Velocity:							1000.0
$Fire Wait:							2.0
$Damage:							15
$Damage Type: 						SmallBeam
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.25
$Lifetime:							2.1
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							tei_beam_shot2
$ImpactSnd:							MV_AAABeam_Impact
+Weapon Range:						1750
$Flags: 							( "Big Ship" "beam" "cycle" )
$Impact Explosion: 					exp04
$Impact Explosion Radius: 			4
$BeamInfo:
	+Type:									1
	+Life:									1.0
	+Warmup:								0
	+Warmdown:								0
	+Radius:								10.0
	+PCount:								24
	+PRadius:								2.4
	+PAngle:								65.0
	+PAni:									particle_Blue
	+Miss Factor:							1.5 1.6 1.7 1.8 1.9
	+BeamSound:							TEI_AntiFtr
	+WarmupSound:							-1
	+WarmdownSound:							-1
	+Muzzleglow:							BlueBeamGlow2
	+Shots:									1
	+ShrinkFactor:							0.0
	+ShrinkPct:								0.0
	+BeamWidth: 							8.0
	+Beam Piercing Effect: 					exp06
	+Beam Piercing Radius: 					2.5
	+Beam Piercing Effect Velocity:			25
	+Beam Piercing Splash Effect Velocity:	-2.5
	+Beam Piercing Effect Variance: 		0.01
	$Section:
		+Width:			2.0
		+Texture:		BlueBeam3Core
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.0
		+Zadd:			8
		+Tile Factor:	12, 1
		+Translation:	-18
	$Section:
		+Width:			3.0
		+Texture:		BlueBeam4Core
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.05
		+Zadd:			6
		+Tile Factor:	12, 1
		+Translation:	-13
	$Section:
		+Width:			4.0
		+Texture:		BlueBeam2CoreHaze
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.2
		+Zadd:			4
		+Tile Factor:	12, 1
		+Translation:	-7
	$Section:
		+Width:			5.0
		+Texture:		BBlueHaze2
		+RGBA Inner:	255 0 0 255
		+RGBA Outer:	60 0 0 10
		+Flicker:		0.1
		+Zadd:			2
		+Tile Factor:	12, 1
		+Translation:	-3
	$Section:
		+Width:			8.0
		+Texture:		BlueFade
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.35
		+Zadd:			1
;end


$Name:		PDTerPulse
	+Tech Title:					XSTR( "MT Type 3 Stinger Pulse Cannon", -1 )
	+Tech Description:				XSTR( "Morgan Technologies product designed to enhance warship point defenses against Federation torpedo saturation attacks. Currently moving into combat evaluation phase.",  -1 )
$end_multi_text
$Turret Name: Point-Defense Pulse
$Model File:						none
@Laser Bitmap:						Akheton_Bitmap
@Laser Glow:						Kayser_Glow
@Laser Color:						20, 20, 220
@Laser Color2:						20, 20, 150
@Laser Length:						8.0
@Laser Head Radius:					4.0
@Laser Tail Radius:					4.0
$Mass:								0.1
$Velocity:							800.0
$Fire Wait:							0.2
$Damage:							10
$Damage Type: 						PulseWeapon
$Detonation Range:					1750
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:					0.3
$Lifetime:							2.25
$Energy Consumed:					4.0
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							110
$ImpactSnd:							85
+Weapon Range:						1500
$Flags: 							( "big ship" "particle spew" )
$Trail:
	+Start Width:	2.0
	+End Width:		2.0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		0.1
	+Bitmap:		gausscannon_trail
$Impact Explosion: 					Kayser_Impact
$Impact Explosion Radius: 			12.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			6.0
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						Bmuzzle
$Pspew:
	+Count:		3
	+Time:		28
	+Vel:		-0.03
	+Radius:	1.5
	+Life:		0.2
	+Scale:		0.1
	+Bitmap:	Kayser_Particle

$Name:          PBlue
        +Tech Title:                                    XSTR( "'Void Fang' Pulse Beam", -1 )
        +Tech Description:                              XSTR( "Pulse beams are descendants of anti-fighter beams, using quick-rise capacitors to fire a lance of confined plasma. This design excels at penetrating active armor and turret shielding.", -1 )
$end_multi_text
$Turret Name: Pulse Beam
$Model File:                                            none
@Laser Bitmap:                                          laserglow01
@Laser Color:                                           88, 176, 249
@Laser Length:                                          0.0
@Laser Head Radius:                                     0.3
@Laser Tail Radius:                                     0.3
$Mass:                                                          100.0
$Velocity:                                                      1750.0
$Fire Wait:                                                     15.0
$Damage:                                                        900
$Damage Type:                                           PunctureWeapon
$Armor Factor:                                          1.0
$Shield Factor:                                         1.0
$Subsystem Factor:                                      1.2
$Lifetime:                                                      25
$Energy Consumed:                                       0.40
$Cargo Size:                                            0.0
$Homing:                                                        NO
$LaunchSnd:                                                     VoidFang
$ImpactSnd:												MV_Beam_Impact
+Weapon Range:                                          6000
$Flags:                                                         ( "Big Ship" "huge" "beam" "same turret cooldown" "puncture" "anti-subsystem beam" "electronics" "esuck" )
$Impact Explosion:                                      exp04
$Impact Explosion Radius:                       20
$BeamInfo:
        +Type:                                                                  4
        +Life:                                                                  0.05
        +Warmup:                                                                0
        +Warmdown:                                                              0
        +Radius:                                                                15.0
        +PCount:                                                                40
        +PRadius:                                                               3.0
        +PAngle:                                                                60.0
        +PAni:                                                                  particle_Blue
        +Miss Factor:                                                   1.4 1.3 1.2 1.1 1.0
        +BeamSound:                                                             146
        +WarmupSound:                                                   0
        +WarmdownSound:                                                 0
        +Muzzleglow:                                                    BlueBeamGlow2
        +Shots:                                                                 0
        +ShrinkFactor:                                                  0.0
        +ShrinkPct:                                                             0.0
        +BeamWidth:                                                     25.0
        +Beam Flash Effect:                                     capflash
        +Beam Flash Radius:                                     12.5
        +Beam Piercing Effect:                                  exp06
        +Beam Piercing Radius:                                  12.5
        +Beam Piercing Effect Velocity:                 200
        +Beam Piercing Splash Effect Velocity:  -20
        +Beam Piercing Effect Variance:                 0.01
        $Section:
                +Width:                 8
                +Texture:               lavenderbeamcoresparks
                +RGBA Inner:    160 160 0 255
                +RGBA Outer:    60 60 0 10
                +Flicker:               0
                +Zadd:                  6
                +Tile Factor:   16, 1
                +Translation:   -0.5
        $Section:
                +Width:                 12
                +Texture:               SBlueHaze2
                +RGBA Inner:    255 255 255 255
                +RGBA Outer:    150 150 150 10
                +Flicker:               0.0
                +Zadd:                  3
                +Tile Factor:   12, 1
                +Translation:   -6
        $Section:
                +Width:                 12
                +Texture:               lightningbeam
                +RGBA Inner:    255 255 255 255
                +RGBA Outer:    150 150 150 10
                +Flicker:               0.0
                +Zadd:                  3
                +Tile Factor:   48, 1
                +Translation:   -0.2
        $Section:
                +Width:                 20
                +Texture:               BlueFade
                +RGBA Inner:    255 255 255 255
                +RGBA Outer:    150 150 150 10
                +Flicker:               0
                +Zadd:                  1
$Burst Shots:                                           7
$Burst Delay:                                           100
$Burst Flags:                                           ( "fast firing" )


$Name:          BombBlue
        +Tech Title:                                    XSTR( "'Pole Fang' Pulse Beam", -1 )
        +Tech Description:                              XSTR( "A bomb-pumped variant of the Void Fang pulse beam, designed to penetrate and compromise warship armor. Pole Fang modules are loaded into a bomb with an antimatter payload, and they fire destructively when vaporized by the antimatter.", -1 )
$end_multi_text
$Turret Name: Heavy Pulse Beam
$Model File:                                            none
@Laser Bitmap:                                          laserglow01
@Laser Color:                                           88, 176, 249
@Laser Length:                                          0.0
@Laser Head Radius:                                     0.3
@Laser Tail Radius:                                     0.3
$Mass:                                                          100.0
$Velocity:                                                      1750.0
$Fire Wait:                                                     15.0
$Damage:                                                        900
$Damage Type:                                           HugeWeapon
$Armor Factor:                                          1.0
$Shield Factor:                                         1.0
$Subsystem Factor:                                      1.2
$Lifetime:                                                      25
$Energy Consumed:                                       0.40
$Cargo Size:                                            0.0
$Homing:                                                        NO
$LaunchSnd:                                                     -1
$ImpactSnd:			MV_Beam_Impact
+Weapon Range:                                          1500
$Flags:                                                         ( "Big Ship" "huge" "beam" "same turret cooldown" "don't spawn if shot" "child" "no_fred" )
$Impact Explosion:                                      exp04
$Impact Explosion Radius:                       20
$BeamInfo:
        +Type:                                                                  0
        +Life:                                                                  2.0
        +Warmup:                                                                0
        +Warmdown:                                                              250
        +Radius:                                                                30.0
        +PCount:                                                                40
        +PRadius:                                                               6.0
        +PAngle:                                                                60.0
        +PAni:                                                                  particle_Blue
        +Miss Factor:                                                   1.0 1.0 1.0 1.0 1.0
        +BeamSound:                                                     Bifrost
        +WarmupSound:                                                   0
        +WarmdownSound:                                                 0
        +Muzzleglow:                                                    BlueBeamGlow2
        +Shots:                                                                 0
        +ShrinkFactor:                                                  0.0
        +ShrinkPct:                                                             0.0
	+Range:								1500
        +BeamWidth:                                                     50.0
        +Beam Flash Effect:                                     capflash
        +Beam Flash Radius:                                     12.5
        +Beam Piercing Effect:                                  exp06
        +Beam Piercing Radius:                                  12.5
        +Beam Piercing Effect Velocity:                 200
        +Beam Piercing Splash Effect Velocity:  -20
        +Beam Piercing Effect Variance:                 0.01
        $Section:
                +Width:                 16
                +Texture:               lavenderbeamcoresparks
                +RGBA Inner:    160 160 0 255
                +RGBA Outer:    60 60 0 10
                +Flicker:               0
                +Zadd:                  6
                +Tile Factor:   16, 1
                +Translation:   -0.5
        $Section:
                +Width:                 24
                +Texture:               SBlueHaze2
                +RGBA Inner:    255 255 255 255
                +RGBA Outer:    150 150 150 10
                +Flicker:               0.0
                +Zadd:                  3
                +Tile Factor:   12, 1
                +Translation:   -6
        $Section:
                +Width:                 24
                +Texture:               lightningbeam
                +RGBA Inner:    255 255 255 255
                +RGBA Outer:    150 150 150 10
                +Flicker:               0.0
                +Zadd:                  3
                +Tile Factor:   48, 1
                +Translation:   -0.2
        $Section:
                +Width:                 40
                +Texture:               BlueFade
                +RGBA Inner:    255 255 255 255
                +RGBA Outer:    150 150 150 10
                +Flicker:               0
                +Zadd:                  1

$Name:		Gauss Cannon#Anti-air
$turret name: AAA Gauss
$Model File:						none
@Laser Bitmap: 						railgun
@Laser Glow: 						Maxim_Glow
@Laser Color:						55, 150, 250
@Laser Color2:						55, 120, 210
@Laser Length:						1.0
@Laser Head Radius: 				10.0
@Laser Tail Radius:  				10.0
$Mass:								2.0
$Velocity:							3000.0
$Fire Wait:							10.0
$Damage:							300
$Damage Type: 						HugeWeapon
$Armor Factor:						0.8
$Shield Factor:						0.5
$Subsystem Factor:					1.0
$Lifetime:							1.6
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							324
$ImpactSnd:							88
+Weapon Range: 						4000
$Flags:								( "particle spew" "same turret cooldown" )
$Trail:
	+Start Width:	7.5
	+End Width:		7.5
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		0.6
	+Bitmap:		gausscannon_trail
$Impact Explosion:					exp_medium
$Impact Explosion Radius: 			20.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			10.0
$Piercing Impact Velocity: 			100
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		10
$Muzzleflash: 						gausscannon_sanctus
$Pspew:
	+Count:		6
	+Time:		1
	+Vel:		0.0
	+Radius:	0.75
	+Life:		0.1
	+Scale:		1.5
	+Bitmap:	Particle_Blue

$Name:		Mass Driver#Anti-air
$turret name: AAA Gun
$Model File:						none
@Laser Bitmap: 						railgun
@Laser Glow: 						Maxim_Glow
@Laser Color:						250, 200, 50
@Laser Color2:						255, 200, 10
@Laser Length:						1.0
@Laser Head Radius: 				10.0
@Laser Tail Radius:  				10.0
$Mass:								2.0
$Velocity:							1500.0
$Fire Wait:							15.0
$Damage:							300
$Damage Type: 						HugeWeapon
$Armor Factor:						0.8
$Shield Factor:						0.5
$Subsystem Factor:					1.0
$Lifetime:							3.2
$Energy Consumed:					0.30
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							324
$ImpactSnd:							88
+Weapon Range: 						4000
$Flags:								( "particle spew" "same turret cooldown" )
$Trail:
	+Start Width:	7.5
	+End Width:		7.5
	+Start Alpha:	0.5
	+End Alpha:		0.0
	+Max Life:		0.6
	+Bitmap:		massdriver_trail
$Impact Explosion:					exp04
$Impact Explosion Radius: 			20.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			10.0
$Piercing Impact Velocity: 			100
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		10
$Muzzleflash: 						massdriver_sanctus
$Pspew:
	+Count:		6
	+Time:		1
	+Vel:		0.0
	+Radius:	0.75
	+Life:		0.1
	+Scale:		1.5
	+Bitmap:	Particle_Yellow


$Name:                          BombardBeam
$Turret Name: Bombard Beam
$Model File:                    none
@Laser Bitmap:                  laserglow01
@Laser Color:					250, 30, 30
@Laser Length:					0.0
@Laser Head Radius:				0.30
@Laser Tail Radius:				0.30
$Mass:                          100.0
$Velocity:                      1000.0
$Fire Wait:                     10.0
$Damage:                        2100
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0
$Lifetime:                      25.0
$Energy Consumed:               0.30
$Cargo Size:                    0.0
$Homing:                        NO
$LaunchSnd:                     125
$ImpactSnd:						MV_Beam_Large_Impact
+Weapon Range:					740000000
$Flags:                         ("Big Ship" "huge" "beam")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       50.0
$BeamInfo:
	+Type:									0
	+Life:			  						7.0
	+Warmup:		  						3700
	+Warmdown:								1500
	+Radius:								210.0
	+PCount:								44
	+PRadius:								3.0
	+PAni:									particle_red
	+Miss Factor:							2.5 1.875 1.25 0.875 0.5
	+BeamSound:								178
	+WarmupSound:							184
	+WarmdownSound:							188
	+Muzzleglow:							SbeamAglow
	+Shots:									0
	+ShrinkFactor:							0.1
	+ShrinkPct:								1.8
	+Range:									740000000
	+Beam Flash Effect:						capflash
	+Beam Flash Radius:						20.0
	+Beam Piercing Effect:					exp06
	+Beam Piercing Radius:					20.0
	+Beam Piercing Effect Velocity:			200
	+Beam Piercing Splash Effect Velocity:	-10
	+Beam Piercing Effect Variance:			0.01
	$Section:
		+Width:			20.0
		+Texture:		SbeamAA
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.0
		+Zadd:			1.0
		+Tile Factor:	90, 1
		+Translation:	-2
	$Section:
		+Width:			20.0
		+Texture:		SbeamAB
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.01
		+Zadd:			2.0
	$Section:
		+Width:			70.0
		+Texture:		SbeamAC
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.001
		+Zadd:			1.0
		+Tile Factor:	10, 1
		+Translation:	-3
	$Section:
		+Width:			40.0
		+Texture:		SbeamAF
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.001
		+Zadd:			1.0
		+Tile Factor:	10, 1
		+Translation:	-4
	$Section:
		+Width:			400.0
		+Texture:		SbeamAD
		+RGBA Inner:	255 0 0 255
		+RGBA Outer:	60 0 0 10
		+Flicker:		0.1
		+Zadd:			0.0

$Name:		Drop Pod Effect
$Model File:                    none
@Laser Bitmap: 						Orange_Glow
@Laser Glow: 						prometheus_glow
@Laser Color: 						255, 66, 0
@Laser Color2: 						185, 55, 5
@Laser Length: 						160.0
@Laser Head Radius: 				160.0
@Laser Tail Radius: 				160.0
$Mass:								0
$Velocity:							600.0
$Fire Wait: 						10
$Damage: 							250
$Damage Type: 						NormalWeapon
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							60.0
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$Acceleration Time:					0.2
$Free Flight Time:					1
$LaunchSnd:							118
$ImpactSnd:							-1
;$Rearm Rate: 						300.0
$Flags:								( "particle spew" "bomb" "no lifeleft penalty")
$Trail:
	+Start Width: 	120.0
	+End Width:	    0.0
	+Start Alpha: 	1
	+End Alpha: 	0
	+Max Life: 		4
	+Bitmap: 		MissileTrail01
$Muzzleflash: 						Cmuzzle_small
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	10.5
	+Life:		0.2
	+Scale:		0.0
	+Bitmap:	missilespew02
		
$Name:		Supernova#Atmospheric
$Turret Name: Heavy Torpedo Launcher
$Model File:						GTM_SuperNova_Atmo.pof
$POF target LOD:					0
$Mass:								0
$Velocity:							600.0
$Fire Wait: 						10
$Damage:							500
$Damage Type: 						HugeWeapon
$Arm radius:						500.0
$Detonation Radius:					250.0
$Blast Force:						6000.0
$Inner Radius:						500.0
$Outer Radius:						1200.0
$Armor Factor:						50.0
$Shield Factor:						0.1
$Subsystem Factor:					1.0
$Lifetime:							60.0
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$LaunchSnd:							92
$ImpactSnd: 						88
;$Rearm Rate: 						300.0
+Weapon Range: 						20000
$Flags:								( "big ship" "particle spew" "bomb" )
$Trail:
	+Start Width: 	120.0
	+End Width:	    0.0
	+Start Alpha: 	1
	+End Alpha: 	0
	+Max Life: 		4
	+Bitmap: 		MissileTrail01
$Impact Explosion: 					Exp_Planet_Nuke
$Impact Explosion Radius: 			500
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			40
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	10.5
	+Life:		0.2
	+Scale:		0.0
	+Bitmap:	missilespew02


$Name: 		Probe Scanner
$Turret Name: Probe Scanner
$Model File:						none
@Laser Bitmap:						noeffect
@Laser Glow:						noeffect
@Laser Color:						0, 0, 0
@Laser Color2:						0, 0, 0
@Laser Length:						0.5
@Laser Head Radius: 				0.77
@Laser Tail Radius: 				0.77
$Mass:								0.0
$Velocity:							50.0
$Fire Wait:							4
$Damage:							0
$Damage Type:						NormalWeapon
$Blast Force:						0.1
$Inner Radius:						0.0
$Outer Radius:						0.0
$Shockwave Speed:					0
$Lifetime:							15
$Energy Consumed:					0.0
$Homing:							NO
$LaunchSnd:							0
$ImpactSnd:							0
+Weapon Range:						100000
$Flags:								( "cycle" )


$Name:		Mining Laser
$Turret Name: Mining Laser
$Model File:						none
@Laser Bitmap:						laserglow04
@Laser Color:						255, 200, 67
@Laser Length:						0.0
@Laser Head Radius:					0.2
@Laser Tail Radius:					0.2
$Mass:								100.0
$Velocity:							2000.0
$Fire Wait:							20.0
$Damage:							500
$Damage Type: 						HugeBeam
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							30
$Energy Consumed:					0.1
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							124
$ImpactSnd:			MV_Beam_Large_Impact
+Weapon Range:						8000
$Flags: 							( "Big Ship" "huge" "beam" "same turret cooldown" )
$Impact Explosion: 					exp04
$Impact Explosion Radius: 			45
$BeamInfo:
	+Type:									0
	+Life:									5.0
	+Warmup:								100
	+Warmdown:								100
	+Radius:								20.0
	+PCount:								40
	+PRadius:								3.0
	+PAngle:								60.0
	+PAni:									particle_red
	+Miss Factor:							1.4 1.3 1.2 1.1 1.0
	+BeamSound:					TEI_AntiFtr
	+WarmupSound:							153
	+WarmdownSound:							158
	+Muzzleglow:							beamglow1
	+Shots:									0
	+ShrinkFactor:							0.0
	+ShrinkPct:								0.0
	+BeamWidth: 							30.0
	+Beam Flash Effect: 					capflash
	+Beam Flash Radius: 					30.0
	+Beam Piercing Effect: 					exp06
	+Beam Piercing Radius: 					45.0
	+Beam Piercing Effect Velocity: 		200
	+Beam Piercing Splash Effect Velocity: 	-20
	+Beam Piercing Effect Variance: 		0.01
	$Section:
		+Width:			5.0
		+Texture:		beam-white
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.0
		+Zadd:			9
		+Tile Factor:	10, 1
		+Translation:	-25
	$Section:
		+Width:			7.0
		+Texture:		beam-white3
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.0
		+Zadd:			6
		+Tile Factor:	10, 1
		+Translation:	-16
	$Section:
		+Width:			15.0
		+Texture:		beam-white
		+RGBA Inner:	255 0 0 255
		+RGBA Outer:	60 0 0 10
		+Flicker:		0.0
		+Zadd:			3
		+Tile Factor:	10, 1
		+Translation:	-13



$Name:		Ammo Pack
	+Title: 						XSTR( "Ammo Pack", -1 )
	+Description: 					XSTR("
	Modular Ammunition Storage
	Replaces Primary Weapon
	Multiple Reloads Stored", -1 )
	+Tech Description: 				XSTR( "Modular Ammunition Storage, using spaceframe volume usually allocated to a primary weapon to cache additional secondary ammunition and a quick-load mechanism.", -1 )
$end_multi_text
@Laser Bitmap: 						invisible
@Laser Length: 						0
$Mass: 								0
$Velocity: 							1
$Fire Wait: 						4.9
$Damage: 							0
$Lifetime: 							1
$Energy Consumed: 					0
$Cargo Size: 						100
$LaunchSnd:							34
$Rearm Rate: 						300.0
+Weapon Range: 						0
$Flags: 							("Player allowed" "ballistic" "no primary linking" "cycle" )


$Name:		ERA Kit
	+Title: 						XSTR( "ERA Kit", -1 )
	+Description: 					XSTR("
	Enhanced Reactive Armor Kit
	Replaces Primary Weapon,
	Increases Survivability", -1 )
	+Tech Description: 				XSTR( "Enhanced Reactive Armor paneling, replacing a primary weapon with the power supply for a grid of plasma jets used to disrupt incoming energy weapon strikes and degrade terminal ballistics of projectiles and missiles.", -1 )
$end_multi_text
@Laser Bitmap: 					invisible
@Laser Length: 					0
$Mass: 							0
$Velocity: 						1
$Fire Wait: 					4.9
$Damage: 						0
$Lifetime: 						1
$Energy Consumed: 				0
+Weapon Range: 					0
$Flags: 						("Player allowed" "no primary linking")


$Name: 							Repair System
	+Title: 						XSTR( "Repair System", -1 )
	+Description: 					XSTR("
	Onboard Repair System
	Active Coagulant Sealant
	Slow Hull Regeneration", -1 )
	+Tech Description: 				XSTR( "Onboard repair kit that replaces a primary weapons system with a reservoir of active gel sealant and capacitors used to help restore damage active armor. Distributed through existing support-ship channels.", -1 )
$end_multi_text
@Laser Bitmap: 						invisible
@Laser Length: 						0
$Mass: 								0
$Velocity: 							1
$Fire Wait: 						4.9
$Damage: 							0
$Lifetime: 							1
$Energy Consumed: 					0
+Weapon Range: 						0
$Flags: 							("Player allowed" "no primary linking")


$Name:		Angel Flare
$Turret Name: Flare Launcher
$Model File:						none
@Laser Bitmap: 						railgun
@Laser Glow: 						Maxim_Glow
@Laser Color:						55, 150, 250
@Laser Color2:						55, 120, 210
@Laser Length: 						11.0
@Laser Head Radius: 				11.0
@Laser Tail Radius: 				11.0
$Mass:								0.1
$Velocity:							60.0
$Fire Wait: 						10
$Damage: 							1
$Detonation Range:					1200
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							20.5
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$Swarm: 							20
+SwarmWait:							0.200
$LaunchSnd: FlareLaunch
$ImpactSnd:							-1
;$Rearm Rate: 						300.0
+Weapon Range: 						2500
$Flags:								( "big ship" "countermeasure" "pulls aspect seekers" "particle spew" )
$Impact Explosion:					exp06b
$Impact Explosion Radius: 			8.2
$Muzzleflash: 						standardflak
$Countermeasure:
	+Heat Effectiveness:	2
	+Aspect Effectiveness:		2
	+Effective Radius: 		700
	+Missile Detonation Radius:	50
	+Single Missile Kill:		true
	+Pulse Interval:		20000
$Pspew:
	+Count:		3
	+Time:		1
	+Vel:		0.0
	+Radius:	0.2
	+Life:		0.1
	+Scale:		1.5
	+Bitmap:	Particle_Blue
$FOF: 								16.0
$Shots:								6

$Name:		Bomber Flare
$Turret Name: Flare Launcher
$Model File:						none
@Laser Bitmap: 						invisible
@Laser Glow: 						invisible
@Laser Color: 						255, 66, 0
@Laser Color2: 						185, 55, 5
@Laser Length: 						11.0
@Laser Head Radius: 				11.0
@Laser Tail Radius: 				11.0
$Mass:								0.1
$Velocity:							200.0
$Fire Wait: 						20
$Damage: 							0
$Detonation Range: 5
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							10.5
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$LaunchSnd: FlareLaunch
$ImpactSnd:							-1
;$Rearm Rate: 						300.0
+Weapon Range: 						2000
$Flags:								( "countermeasure" "pulls aspect seekers" "spawn flare#child, 12")
$Muzzleflash: 						standardflak
$Spawn Angle: 30
$Countermeasure:
	+Heat Effectiveness:	5
	+Aspect Effectiveness:	5
	+Effective Radius: 		300

$Name:		Custos X Flare
$Turret Name: Flare Launcher
$Model File:						none
@Laser Bitmap: 						invisible
@Laser Glow: 						invisible
@Laser Color: 						255, 66, 0
@Laser Color2: 						185, 55, 5
@Laser Length: 						11.0
@Laser Head Radius: 				11.0
@Laser Tail Radius: 				11.0
$Mass:								0.1
$Velocity:							2.0
$Fire Wait: 						20
$Damage: 							0
$Detonation Range: 1
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							10.5
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$LaunchSnd: FlareLaunch
$ImpactSnd:							-1
;$Rearm Rate: 						300.0
+Weapon Range: 						2000
$Flags:								( "countermeasure" "pulls aspect seekers" "spawn flare#childsuper, 10")
$Muzzleflash: 						standardflak
$Spawn Angle: 45
$Countermeasure:
	+Heat Effectiveness:	5
	+Aspect Effectiveness:	5
	+Effective Radius: 		300

$Name:		Cruiser Flare
$Turret Name: Flare Launcher
$Model File:						none
@Laser Bitmap: 						invisible
@Laser Glow: 						invisible
@Laser Color: 						255, 66, 0
@Laser Color2: 						185, 55, 5
@Laser Length: 						11.0
@Laser Head Radius: 				11.0
@Laser Tail Radius: 				11.0
$Mass:								0.1
$Velocity:							2.0
$Fire Wait: 						20
$Damage: 							0
$Detonation Range: 1
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							10.5
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$LaunchSnd: FlareLaunch
$ImpactSnd:							-1
;$Rearm Rate: 						300.0
+Weapon Range: 						2000
$Flags:								( "countermeasure" "pulls aspect seekers" "spawn flare#largechild, 10")
$Muzzleflash: 						standardflak
$Spawn Angle: 45
$Spawn Minimum Angle: 30
$Countermeasure:
	+Heat Effectiveness:	5
	+Aspect Effectiveness:	5
	+Effective Radius: 		300

$Name:		Corvette Flare
$Turret Name: Flare Launcher
$Model File:						none
@Laser Bitmap: 						invisible
@Laser Glow: 						invisible
@Laser Color: 						255, 66, 0
@Laser Color2: 						185, 55, 5
@Laser Length: 						11.0
@Laser Head Radius: 				11.0
@Laser Tail Radius: 				11.0
$Mass:								0.1
$Velocity:							2.0
$Fire Wait: 						20
$Damage: 							0
$Detonation Range: 1
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							10.5
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$LaunchSnd: FlareLaunch
$ImpactSnd:							-1
;$Rearm Rate: 						300.0
+Weapon Range: 						2000
$Flags:								( "countermeasure" "pulls aspect seekers" "spawn flare#corvettechild, 10")
$Muzzleflash: 						standardflak
$Spawn Angle: 45
$Spawn Minimum Angle: 30
$Countermeasure:
	+Heat Effectiveness:	5
	+Aspect Effectiveness:	5
	+Effective Radius: 		300

$Name:		Aurora Flare
$Turret Name: Flare Launcher
$Model File:						none
@Laser Bitmap: 						invisible
@Laser Glow: 						invisible
@Laser Color: 						255, 66, 0
@Laser Color2: 						185, 55, 5
@Laser Length: 						11.0
@Laser Head Radius: 				11.0
@Laser Tail Radius: 				11.0
$Mass:								0.1
$Velocity:							200.0
$Fire Wait: 						20
$Damage: 							0
$Detonation Range: 5
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							10.5
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$LaunchSnd: FlareLaunch
$ImpactSnd:							-1
;$Rearm Rate: 						300.0
+Weapon Range: 						2000
$Flags:								( "countermeasure" "pulls aspect seekers" "spawn flare#bluechild, 12")
$Muzzleflash: 						standardflak
$Spawn Angle: 30
$Countermeasure:
	+Heat Effectiveness:	5
	+Aspect Effectiveness:	5
	+Effective Radius: 		300

;;standard issue CMs begin here

$Name:		GTVA Fighter Flare
$Turret Name: Flare Launcher
$Model File:						none
@Laser Bitmap: 						railgun
@Laser Glow: 						Maxim_Glow
@Laser Color:						55, 150, 250
@Laser Color2:						55, 120, 210
@Laser Length: 						1
@Laser Head Radius: 				5
@Laser Tail Radius: 				5
$Mass:								0.1
$Velocity:							40.0
$Fire Wait: 						20
$Damage: 							0
$Detonation Range: 					78
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							2.0
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$LaunchSnd: FlareLaunch
$ImpactSnd:							-1
;$Rearm Rate: 						300.0
+Weapon Range: 						2000
$Flags:								( "countermeasure" "pulls aspect seekers" "particle spew" )
$Impact Explosion:					ExpMissileHit1b
$Impact Explosion Radius: 			8.2
$Muzzleflash: 						standardflak
$Countermeasure:
	+Heat Effectiveness:	1
	+Aspect Effectiveness:	1
	+Effective Radius: 		300
	+Missile Detonation Radius:	50
	+Single Missile Kill:		true
	+Pulse Interval:		2000
$Pspew:
	+Type:		Plume
	+Count:		3
	+Time:		1
	+Vel:		0
	+Radius:	0.10
	+Life:		0.1
	+Scale:		0.5
	+Bitmap:	Particle_Blue

$Name:		UEF Fighter Flare
$Turret Name: Flare Launcher
$Model File:						none
@Laser Bitmap: 						gattler
@Laser Glow: 						prometheus_glow
@Laser Color: 						255, 66, 0
@Laser Color2: 						185, 55, 5
@Laser Length: 						1.0
@Laser Head Radius: 				5.0
@Laser Tail Radius: 				5.0
$Mass:								0.1
$Velocity:							40.0
$Fire Wait: 						20
$Damage: 							0
$Detonation Range: 					78
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							2.0
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$LaunchSnd: FlareLaunch
$ImpactSnd:							-1
;$Rearm Rate: 						300.0
+Weapon Range: 						2000
$Flags:								( "countermeasure" "pulls aspect seekers" )
$Trail:
	+Start Width:	2.20
	+End Width:		5
	+Start Alpha: 	1
	+End Alpha: 	0
	+Max Life: 		1
	+Bitmap: 		MissileTrail101
	+Faded out sections: 1
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius: 			8.2
$Muzzleflash: 						standardflak
$Countermeasure:
	+Heat Effectiveness:	1
	+Aspect Effectiveness:	1
	+Effective Radius: 		300

$Name:		Shivan Fighter Flare
$Turret Name: Flare Launcher
$Model File:						none
@Laser Bitmap:		Phanuel_Bitmap
@Laser Glow:		Alouqua_Glow
@Laser Color:		0, 0, 200
@Laser Color2:		91, 50, 00
@Laser Length:		1
@Laser Head Radius:	5.0
@Laser Tail Radius:	5.0
$Mass:								0.1
$Velocity:							40.0
$Fire Wait: 						20
$Damage: 							0
$Detonation Range: 					78
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							2.0
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$LaunchSnd: FlareLaunch
$ImpactSnd:							-1
;$Rearm Rate: 						300.0
+Weapon Range: 						2000
$Flags:								( "countermeasure" "pulls aspect seekers" "particle spew" )
$Impact Explosion:					yarflak
$Impact Explosion Radius: 			8.2
$Muzzleflash: 						standardflak
$Countermeasure:
	+Heat Effectiveness:	1
	+Aspect Effectiveness:	1
	+Effective Radius: 		300
	+Missile Detonation Radius:	50
	+Single Missile Kill:		true
	+Pulse Interval:		2000
$Pspew:
	+Type:		Plume
	+Count:		3
	+Time:		1
	+Vel:		0
	+Radius:	0.10
	+Life:		0.1
	+Scale:		0.5
	+Bitmap:	Particle_Red

$Name:		Vishnan Fighter Flare
$Turret Name: Flare Launcher
$Model File:						none
@Laser Bitmap: 						railgun
@Laser Glow: 						Maxim_Glow
@Laser Color:						55, 250, 250
@Laser Color2:						55, 210, 210
@Laser Length: 						1
@Laser Head Radius: 				5.0
@Laser Tail Radius: 				5.0
$Mass:								0.1
$Velocity:							40.0
$Fire Wait: 						20
$Damage: 							0
$Detonation Range: 					78
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							2.0
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$LaunchSnd:							FlareLaunch
$ImpactSnd:							-1
;$Rearm Rate: 						300.0
+Weapon Range: 						2000
$Flags:								( "countermeasure" "pulls aspect seekers" "particle spew" )
$Impact Explosion:					ExpMissileHit1b
$Impact Explosion Radius: 			8.2
$Muzzleflash: 						standardflak
$Countermeasure:
	+Heat Effectiveness:	1
	+Aspect Effectiveness:	1
	+Effective Radius: 		300
	+Missile Detonation Radius:	50
	+Single Missile Kill:		true
	+Pulse Interval:		2000
$Pspew:
	+Type:		Plume
	+Count:		3
	+Time:		1
	+Vel:		0
	+Radius:	0.10
	+Life:		0.1
	+Scale:		0.5
	+Bitmap:	Particle_Turq

;;standard issue CMs end here


$Name:		Flare#Child
$Model File:						none
@Laser Bitmap: 						gattler
@Laser Glow: 						prometheus_glow
@Laser Color: 						255, 66, 0
@Laser Color2: 						185, 55, 5
@Laser Length: 						11.0
@Laser Head Radius: 				11.0
@Laser Tail Radius: 				11.0
$Mass:								0.1
$Velocity:							40.0
$Fire Wait: 						20
$Damage: 							0
$Detonation Range: 					199
$Armor Factor:						1.0	
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							5.0
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$LaunchSnd:							-1
$ImpactSnd:							-1
;$Rearm Rate: 						300.0
+Weapon Range: 						2000
$Flags:								( "countermeasure" "pulls aspect seekers" "child")
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius: 			8.2
$Muzzleflash: 						standardflak
$Countermeasure:
	+Heat Effectiveness:	1
	+Aspect Effectiveness:	1
	+Effective Radius: 		300
	+Missile Detonation Radius:	50
	+Single Missile Kill:		true
	+Pulse Interval:		3000

$Name:		Flare#BlueChild
$Model File:						none
@Laser Bitmap: 						railgun
@Laser Glow: 						Maxim_Glow
@Laser Color:						55, 150, 250
@Laser Color2:						55, 120, 210
@Laser Length: 						1
@Laser Head Radius: 				5.0
@Laser Tail Radius: 				5.0
$Mass:								0.1
$Velocity:							40.0
$Fire Wait: 						20
$Damage: 							0
$Detonation Range: 					199
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							5.0
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$LaunchSnd:							-1
$ImpactSnd:							-1
;$Rearm Rate: 						300.0
+Weapon Range: 						2000
$Flags:								( "countermeasure" "pulls aspect seekers" "child" "particle spew" )
$Impact Explosion:					Exp06b
$Impact Explosion Radius: 			8.2
$Countermeasure:
	+Heat Effectiveness:	1
	+Aspect Effectiveness:	1
	+Effective Radius: 		300
	+Missile Detonation Radius:	50
	+Single Missile Kill:		true
	+Pulse Interval:		3000
$Pspew:
	+Type:		Plume
	+Count:		3
	+Time:		1
	+Vel:		0.0
	+Radius:	0.15
	+Life:		0.1
	+Scale:		0.5
	+Bitmap:	Particle_Blue

;GTVA Cruiser Flare
$Name:		Flare#LargeChild 
$Model File:						none
@Laser Bitmap: 						railgun
@Laser Glow: 						Maxim_Glow
@Laser Color:						55, 150, 250
@Laser Color2:						55, 120, 210
@Laser Length: 						2
@Laser Head Radius: 				11.0
@Laser Tail Radius: 				11.0
$Mass:								0.1
$Velocity:							40.0
$Fire Wait: 						20
$Damage: 							0
$Detonation Range: 					439
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							11.0
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$LaunchSnd:							-1
$ImpactSnd:							-1
;$Rearm Rate: 						300.0
+Weapon Range: 						2000
$Flags:								( "countermeasure" "pulls aspect seekers" "child" "particle spew" )
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius: 			8.2
$Muzzleflash: 						standardflak
$Countermeasure:
	+Heat Effectiveness:	2
	+Aspect Effectiveness:	2
	+Effective Radius: 		700
	+Missile Detonation Radius:	50
	+Single Missile Kill:		true
	+Pulse Interval:		6000
$Pspew:
	+Type:		Plume
	+Count:		3
	+Time:		1
	+Vel:		0.0
	+Radius:	0.2
	+Life:		0.1
	+Scale:		0.75
	+Bitmap:	Particle_Blue

;GTVA Corvette Flare
$Name:		Flare#CorvetteChild
$Model File:						none
@Laser Bitmap: 						railgun
@Laser Glow: 						Maxim_Glow
@Laser Color:						55, 150, 250
@Laser Color2:						55, 120, 210
@Laser Length: 						2
@Laser Head Radius: 				11.0
@Laser Tail Radius: 				11.0
$Mass:								0.1
$Velocity:							40.0
$Fire Wait: 						20
$Damage: 							0
$Detonation Range: 					870
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							22.0
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$LaunchSnd:							-1
$ImpactSnd:							-1
;$Rearm Rate: 						300.0
+Weapon Range: 						2000
$Flags:								( "countermeasure" "pulls aspect seekers" "child" "particle spew" )
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius: 			8.2
$Muzzleflash: 						standardflak
$Countermeasure:
	+Heat Effectiveness:	2
	+Aspect Effectiveness:	2
	+Effective Radius: 		1200
	+Missile Detonation Radius:	50
	+Single Missile Kill:		true
	+Pulse Interval:		6000
$Pspew:
	+Type:		Plume
	+Count:		3
	+Time:		1
	+Vel:		0.0
	+Radius:	0.2
	+Life:		0.1
	+Scale:		0.75
	+Bitmap:	Particle_Blue

$Name:		Flare#ChildSuper
$Model File:						none
@Laser Bitmap: 						gattler
@Laser Glow: 						prometheus_glow
@Laser Color: 						255, 66, 0
@Laser Color2: 						185, 55, 5
@Laser Length: 						11.0
@Laser Head Radius: 				11.0
@Laser Tail Radius: 				11.0
$Mass:								0.1
$Velocity:							75.0
$Fire Wait: 						20
$Damage: 							0
$Detonation Range: 					560
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							7.5
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$LaunchSnd:							-1
$ImpactSnd:							-1
;$Rearm Rate: 						300.0
+Weapon Range: 						2000
$Flags:								( "countermeasure" "pulls aspect seekers" "child")
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius: 			8.2
$Muzzleflash: 						standardflak
$Countermeasure:
	+Heat Effectiveness:	5
	+Aspect Effectiveness:	5
	+Effective Radius: 		700
	+Missile Detonation Radius:	50
	+Single Missile Kill:		true
	+Pulse Interval:		5000

$Name:		Angel Flare#Slow
$Turret Name: Flare Launcher
$Model File:						none
@Laser Bitmap: 						gattler
@Laser Glow: 						prometheus_glow
@Laser Color: 						255, 66, 0
@Laser Color2: 						185, 55, 5
@Laser Length: 						11.0
@Laser Head Radius: 				11.0
@Laser Tail Radius: 				11.0
$Mass:								0.1
$Velocity:							20.0
$Fire Wait: 						20
$Damage: 							0
$Detonation Range: 					2199
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							21.00
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$Swarm: 							20
+SwarmWait:							0.200
$LaunchSnd: FlareLaunch
$ImpactSnd:							-1
;$Rearm Rate: 						300.0
+Weapon Range: 						2000
$Flags:								( "big ship" "particle spew" "countermeasure" "pulls aspect seekers")
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius: 			8.2
$Muzzleflash: 						standardflak
$Countermeasure:
	+Heat Effectiveness:	2
	+Aspect Effectiveness:	2
	+Effective Radius: 		800
	+Missile Detonation Radius:	50
	+Single Missile Kill:		true
	+Pulse Interval:		11000
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	2.5
	+Life:		0.2
	+Scale:		0.0
	+Bitmap:	missilespew02
$FOF: 								8.0
$Shots:								12


$Name:		Angel Flare#Single
$Turret Name: Flare Launcher
$Model File:						none
@Laser Bitmap: 						gattler
@Laser Glow: 						prometheus_glow
@Laser Color: 						255, 66, 0
@Laser Color2: 						185, 55, 5
@Laser Length: 						11.0
@Laser Head Radius: 				11.0
@Laser Tail Radius: 				11.0
$Mass:								0.1
$Velocity:							60.0
$Fire Wait: 						20
$Damage: 							0
$Detonation Range: 					1000
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							10.0
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$LaunchSnd: FlareLaunch
$ImpactSnd:							-1
;$Rearm Rate: 						300.0
+Weapon Range: 						1000
$Flags:								( "big ship" "particle spew" "countermeasure" "pulls aspect seekers" )
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius: 			8.2
$Muzzleflash: 						Cmuzzle_small
$Countermeasure:
	+Heat Effectiveness:	5
	+Aspect Effectiveness:	5
	+Effective Radius: 		1000
	+Missile Detonation Radius:	50
	+Single Missile Kill:		true
	+Pulse Interval:		5000
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	2.5
	+Life:		0.2
	+Scale:		0.0
	+Bitmap:	missilespew02
$FOF: 								5.0

$Name:		UEF Flare#Super
$Turret Name: Flare Launcher
$Model File:						none
@Laser Bitmap: 						gattler
@Laser Glow: 						prometheus_glow
@Laser Color: 						255, 66, 0
@Laser Color2: 						185, 55, 5
@Laser Length: 						11.0
@Laser Head Radius: 				11.0
@Laser Tail Radius: 				11.0
$Mass:								0.1
$Velocity:							300.0
$Fire Wait: 						20
$Damage: 							0
$Detonation Range: 					200
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							10.25
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$Swarm: 							20
+SwarmWait:							0.200
$LaunchSnd: FlareLaunch
$ImpactSnd:							-1
;$Rearm Rate: 						300.0
+Weapon Range: 						1000
$Flags:								( "big ship" "particle spew" "countermeasure" "pulls aspect seekers")
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius: 			8.2
$Muzzleflash: 						Cmuzzle_small
$Countermeasure:
	+Heat Effectiveness:	50
	+Aspect Effectiveness:	50
	+Effective Radius: 		1000
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	2.5
	+Life:		0.2
	+Scale:		0.0
	+Bitmap:	missilespew02
$FOF: 								8.0
$Shots:								12


$Name:		GTVA Flare#Super
$Turret Name: Flare Launcher
$Model File:						none
@Laser Bitmap: 						railgun
@Laser Glow: 						Maxim_Glow
@Laser Color:						55, 150, 250
@Laser Color2:						55, 120, 210
@Laser Length: 						11.0
@Laser Head Radius: 				11.0
@Laser Tail Radius: 				11.0
$Mass:								0.1
$Velocity:							60.0
$Fire Wait: 						20
$Damage: 							0
$Detonation Range: 					1800
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							30.25
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$Swarm: 							20
+SwarmWait:							0.200
$LaunchSnd: FlareLaunch
$ImpactSnd:							-1
;$Rearm Rate: 						300.0
+Weapon Range: 						1000
$Flags:								( "big ship" "particle spew" "countermeasure" "pulls aspect seekers" "particle spew" )
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius: 			8.2
$Muzzleflash: 						Cmuzzle_small
$Countermeasure:
	+Heat Effectiveness:	1000
	+Aspect Effectiveness:	1000
	+Effective Radius: 		10000
$Pspew:
	+Count:		3
	+Time:		1
	+Vel:		0.0
	+Radius:	0.35
	+Life:		0.1
	+Scale:		1.5
	+Bitmap:	Particle_Blue
$FOF: 								8.0
$Shots:								12



$Name:	Arquebus
	+Title: 						XSTR( "Arquebus", -1 )
	+Description: 					XSTR("
	Light Gauss Cannon
	Precision Attack
	Warship Grade
	", -1 )
$end_multi_text
	+Tech Title: 					XSTR( "CG-2a Varunastra-A Mass Driver", -1 )
	+Tech Anim: 					none
	+Tech Description: 				XSTR( "Varanustra Mass Driver for the Custos-X variant.", -1 )
$end_multi_text
$Turret Name: Gauss Cannon
$Tech Model:						UEW_Redeemer.pof
$Model File: 						none
$External Model File:				UEW_Redeemer.pof
@Laser Bitmap: 						railgun
@Laser Glow: 						Maxim_Glow
@Laser Color:						55, 150, 250
@Laser Color2:						55, 120, 210
@Laser Length:						1.0
@Laser Head Radius:					8.0
@Laser Tail Radius:					8.0
$Mass:								0.1
$Velocity:							1500.0
$Fire Wait:							2.0
$Damage:							1200
$Damage Type: 						HugeWeapon
$Armor Factor:						0.25
$Shield Factor:						0.25
$Subsystem Factor:					1.0
$Lifetime:							2.5
;$Energy Consumed:					15.0
$Energy Consumed:					15.0
$Cargo Size:						1.4
$Homing:							NO
$LaunchSnd:							308
$ImpactSnd:							88
$Rearm Rate: 						300.0
+Weapon Range: 						3750
$Flags:								( "Huge" "player allowed" "shudder" "particle spew" "capital+" "ballistic" )
$Trail:
	+Start Width: 	4.0
	+End Width: 	4.5
	+Start Alpha: 	1.0
	+End Alpha: 	0.0
	+Max Life:		0.45
	+Bitmap:		gausscannon_trail
$Impact Explosion:					exp_medium
$Impact Explosion Radius: 			16.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			8.0
$Piercing Impact Velocity: 			40
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		10
$Muzzleflash: 						arquebus
$Pspew:
	+Count:		6
	+Time:		1
	+Vel:		0.0
	+Radius:	0.5
	+Life:		0.1
	+Scale:		1.5
	+Bitmap:	Particle_Blue
	
$Name:		Standard Flak#CIWS
$Turret Name: Flak Gun
$Model File:						Blip.pof
$Mass:								0.2
$Velocity:							700.0
$Fire Wait:							0.15
$Damage:							30
$Damage Type:						NormalFlak
$Shockwave Damage Type:				Shockwave
$Blast Force:              			45.0
$Inner Radius:						20.0
$Outer Radius:						30.0
$Shockwave Speed:					0.0
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.2
$Lifetime:							1.5
$Energy Consumed:					0.0
$Cargo Size:						1.0
$Homing:							NO
$LaunchSnd:							116
$ImpactSnd:							117
+Weapon Range:						4000
$Flags:								("Big Ship" "Flak" "particle spew" "ciws")
$Impact Effect:		Flakburst
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius:			7.5
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity:	-10
$Piercing Impact Variance:			20000
$Piercing Impact Particles:			5
$Muzzleflash:		flakmuzzle
$Pspew:
	+Index: 0
	+Count:		2
	+Time:		1
	+Vel:		0.4
	+Radius:	0.8
	+Scale:		0.05
	+Bitmap:	flakpart
$Pspew:
	+Index:		1
	+Count:		0
$Pspew:
	+Index:		2
	+Count:		0
$Pspew:
	+Index:		3
	+Count:		0



$Name:		Heavy Flak#CIWS
$Turret Name: Heavy Flak Gun
$Model File:						Blip.pof
$Mass:								1.0
$Velocity:							750.0
$Fire Wait:							1.5
$Damage:							50
$Damage Type:						NormalFlak
$Shockwave Damage Type:				Shockwave
$Blast Force:             			70.0
$Inner Radius:            			30.0
$Outer Radius:            			60.0
$Shockwave Speed:         			0.0
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.4
$Lifetime:							1.5
$Energy Consumed:					0.0
$Cargo Size:						1.0
$Homing:							NO
$LaunchSnd:							116
$ImpactSnd:							117
$Flags:								("Big Ship" "Flak" "particle spew" "ciws" )
$Impact Effect: flakburst2
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius:			7.5
$Piercing Impact Velocity:			10
$Piercing Impact Splash Velocity:	-10
$Piercing Impact Variance:			20000
$Piercing Impact Particles:			5
$Muzzleflash:		flakmuzzle
$Pspew:
	+Index:		0
	+Count:		2
	+Time:		1
	+Vel:		0
	+Radius:	3.50
	+Life:		0.0
	+Scale:		0.025
	+Bitmap:	flakpart
$Pspew:
	+Index:		1
	+Count:		0
$Pspew:
	+Index:		2
	+Count:		0
$Pspew:
	+Index:		3
	+Count:		0


$Name:		Long Range Flak#CIWS
$Turret Name: Flak Rifle
$Model File:						Blip.pof
$Mass:								1.0
$Velocity:							750.0
$Fire Wait:							0.5
$Damage:							20
$Damage Type:						NormalFlak
$Shockwave Damage Type:				Shockwave
$Blast Force:             			115.0
$Inner Radius:            			20.0
$Outer Radius:            			60.0
$Shockwave Speed:         			0.0
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.4
$Lifetime:							4.2
$Energy Consumed:					0.0
$Cargo Size:						1.0
$Homing:							NO
$LaunchSnd:							116
$ImpactSnd:							117
$Flags:								("Big Ship" "Flak" "particle spew" "ciws")
$Impact Effect: flakburst2
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius:			7.5
$Piercing Impact Velocity:			10
$Piercing Impact Splash Velocity:	-10
$Piercing Impact Variance:			20000
$Piercing Impact Particles:			5
$Muzzleflash:		flakmuzzle
$Pspew:
	+Index:		0
	+Count:		2
	+Time:		1
	+Vel:		0
	+Radius:	3.00
	+Life:		0.0125
	+Scale:		0.025
	+Bitmap:	flakpart
$Pspew:
	+Index:		1
	+Count:		0
$Pspew:
	+Index:		2
	+Count:		0
$Pspew:
	+Index:		3
	+Count:		0


$Name:		Vishnan Flak#CIWS
$Turret Name: Flak Cannon
$Model File:						Blip.pof
$Mass:								0.2
$Velocity:							700.0
$Fire Wait:							0.15
$Damage:							30
$Damage Type: 						NormalFlak
$Shockwave Damage Type:				Shockwave
$Blast Force:						45.0
$Inner Radius:						20.0
$Outer Radius:						50.0
$Shockwave Speed:					0.0
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.2
$Lifetime:							1.8
$Energy Consumed:					0.0
$Cargo Size:						1.0
$Homing:							NO
$LaunchSnd:							116
$ImpactSnd:							117
+Weapon Range:						1050
$Flags: 							( "Big Ship" "Flak" "particle spew" "ciws" )
$Impact Explosion: 					HFlakExp
$Impact Explosion Radius: 			20
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			10
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		5
$Muzzleflash: 						Bmuzzle
$Pspew:
	+Count:		2
	+Time:		1
	+Vel:		0
	+Radius:	2.50
	+Life:		0.0125
	+Scale:		0.025
	+Bitmap:	Kayser_Particle


$Name:		Burst Flak#CIWS
$Turret Name: Flak Cannon
$Model File:						Blip.pof
$Mass:								1.0
$Velocity:							750.0
$Fire Wait:							2.0
$Damage:							40
$Damage Type: 						NormalFlak
$Shockwave Damage Type:				Shockwave
$Blast Force:						20.0
$Inner Radius:						10.0
$Outer Radius:						15.0
$Shockwave Speed:					0.0
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.25
$Lifetime:							1.17
$Energy Consumed:					0.0
$Cargo Size:						1.0
$Homing:							NO
$LaunchSnd:							116
$ImpactSnd:							BurstFlak
+Weapon Range: 						800
$Flags: 							( "Big Ship" "Flak" "particle spew" "ciws" )
$Impact Explosion: 			Exp_Flak_Big
$Impact Explosion Radius: 			15
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius:			7.5
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity:	-10
$Piercing Impact Variance:			20000
$Piercing Impact Particles:			5
$Muzzleflash:		flakmuzzle
$Pspew:
	+Index: 0
	+Count:		2
	+Time:		1
	+Vel:		0.4
	+Radius:	0.8
	+Scale:		0.05
	+Bitmap:	flakpart
$Pspew:
	+Index:		1
	+Count:		0
$Pspew:
	+Index:		2
	+Count:		0
$Pspew:
	+Index:		3
	+Count:		0

$Name:					Hecate Flak
+Title:					Hecate Flak
+Description:				Canister flak		
$end_multi_text
$Turret Name: Heavy Gun
	@Laser Bitmap: 						gattler
	@Laser Glow: 						prometheus_glow
	@Laser Color: 						255, 66, 0
	@Laser Color2: 						185, 55, 5
	@Laser Length: 						11.0
	@Laser Head Radius: 				11.0
	@Laser Tail Radius: 				11.0
$Mass:					0.0001
$Velocity:				1000.0          
$Fire Wait:				1.25            
$Damage:				75
$Detonation Range:			3500
$Detonation Radius:			10.0
$Blast Force:				275.0
$Inner Radius:				50.0
$Outer Radius:				150.0
$Armor Factor:				1.0
$Shield Factor:				0.7
$Subsystem Factor:			0.3
$Lifetime Min:				2.4
$Lifetime Max:				8.8
$LaunchSnd:				116
$ImpactSnd:				HugeFlak
+Weapon Range:				5000        
+Weapon Min Range:			1250
$Flags:					( "big ship" "cycle" "stream" "same turret cooldown" "flak" "render flak" "particle spew" "ciws" ) 
$Impact Explosion:			Exp20
$Impact Explosion Radius:		50
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius:			25
$Piercing Impact Velocity:			10
$Piercing Impact Splash Velocity:	-10
$Piercing Impact Variance:			20000
$Piercing Impact Particles:			5
$Muzzleflash:		flakmuzzle
$Pspew:
	+Index:		0
	+Count:		2
	+Time:		1
	+Vel:		0
	+Radius:	3.00
	+Life:		0.0125
	+Scale:		0.025
	+Bitmap:	flakpart
$Pspew:
	+Index:		1
	+Count:		0
$Pspew:
	+Index:		2
	+Count:		0
$Pspew:
	+Index:		3
	+Count:		0
$FOF:					35 
$Burst Shots:				15
$Burst Delay:				1
$Burst Flags:				( "fast firing" )

$Name:					Flak Screen
+Title:					Flak Screen
+Description:				UEF Burst Flak.
$end_multi_text
$Turret Name: Flak Cannon
	@Laser Bitmap: 						gattler
	@Laser Glow: 						prometheus_glow
	@Laser Color: 						255, 66, 0
	@Laser Color2: 						185, 55, 5
	@Laser Length: 						1.0
	@Laser Head Radius: 				1.0
	@Laser Tail Radius: 				1.0
$Mass:					0.0001
$Velocity:				1000.0          
$Fire Wait:				2.0            
$Damage:				100
;$Detonation Range:			4500
;$Detonation Radius:			60.0
$Blast Force:				275.0
$Inner Radius:				100.0
$Outer Radius:				150.0
$Armor Factor:				1.0
$Shield Factor:				0.7
$Subsystem Factor:			0.3
$Lifetime Min:				0.5
$Lifetime Max:				6.0
$LaunchSnd:							312
$ImpactSnd:							HugeFlak
+Weapon Range:				8000        
+Weapon Min Range:			100
$Flags:					( "big ship" "cycle" "stream" "same turret cooldown" "flak" "render flak" "particle spew" "ciws"  ) 
$Impact Explosion:			Exp_Flak_Big
$Impact Explosion Radius:		30
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius:			15
$Piercing Impact Velocity:			10
$Piercing Impact Splash Velocity:	-10
$Piercing Impact Variance:			20000
$Piercing Impact Particles:			5
$Muzzleflash:				flakmuzzle
$Pspew:
	+Count:		2
	+Time:		1
	+Vel:		0
	+Radius:	1.500
	+Life:		0.0125
	+Scale:		0.025
	+Bitmap:	flakpart
$FOF:					15
$Burst Shots:				8
$Burst Delay:				50
$Burst Flags:				( "fast firing" )


$Name:		Vasudan Light Energy Flak
$Turret Name: Light Energy Flak
$Model File:						blip.pof
$Mass:								1.0
$Velocity:							900.0
$Fire Wait:							0.2
$Damage:							10
$Damage Type: 						NormalFlak
$Shockwave Damage Type:				Shockwave
$Blast Force:						200.0
$Inner Radius:						5.0
$Outer Radius:						10.0
$Shockwave Speed:					0.0
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.25
$Lifetime:							2.2
$Energy Consumed:					0.0
$Cargo Size:						1.0
$Homing:							NO
$LaunchSnd:							VasudanEnergyFlak
$ImpactSnd:							331
+Weapon Range: 						1800
$Flags: 							( "Big Ship" "Flak" "particle spew" )
$Trail:
	+Start Width:	2.4
	+End Width:		0.0
	+Start Alpha:	1.0
	+End Alpha:		1.0
	+Max Life:		0.10
	+Bitmap:		vef_trail
$Impact Explosion: 					exp50
$Impact Explosion Radius: 			10.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			5
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-10
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		5
$Muzzleflash: 						vlef
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0
	+Radius:	2.4
	+Life:		0.01
	+Scale:		0.0
	+Bitmap:	vef


$Name:		Vasudan Light Energy Flak#CIWS
$Turret Name: Light Energy Flak
$Model File:						blip.pof
$Mass:								1.0
$Velocity:							900.0
$Fire Wait:							0.2
$Damage:							10
$Damage Type: 						NormalFlak
$Blast Force:						200.0
$Inner Radius:						5.0
$Outer Radius:						10.0
$Shockwave Speed:					0.0
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.25
$Lifetime:							2.2
$Energy Consumed:					0.0
$Cargo Size:						1.0
$Homing:							NO
$LaunchSnd:							VasudanEnergyFlak
$ImpactSnd:							331
+Weapon Range: 						1800
$Flags: 							( "Big Ship" "Flak" "particle spew" "ciws" "electronics" )
$Trail:
	+Start Width:	2.4
	+End Width:		0.0
	+Start Alpha:	1.0
	+End Alpha:		1.0
	+Max Life:		0.10
	+Bitmap:		vef_trail
$Impact Explosion: 					exp50
$Impact Explosion Radius: 			5
$Muzzleflash: 						vlef
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0
	+Radius:	2.4
	+Life:		0.01
	+Scale:		0.0
	+Bitmap:	vef


$Name:		Vasudan Heavy Energy Flak
$Turret Name: Heavy Energy Flak
$Model File:						blip.pof
$Mass:								1.0
$Velocity:							900.0
$Fire Wait:							1.0
$Damage:							50
$Damage Type: 						HugeWeapon
$Blast Force:						200.0
$Inner Radius:						25.0
$Outer Radius:						50.0
$Shockwave Speed:					0.0
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.25
$Lifetime:							4.8
$Energy Consumed:					0.0
$Cargo Size:						1.0
$Homing:							NO
$LaunchSnd:							VasudanEnergyFlak
$ImpactSnd:							117
+Weapon Range: 						3600
$Flags: 							( "Big Ship" "Flak" "particle spew" "huge" "ciws" "electronics" )
$Trail:
	+Start Width:	6.0
	+End Width:		0.0
	+Start Alpha:	1.0
	+End Alpha:		0.2
	+Max Life:		0.50
	+Bitmap:		vef_trail
$Impact Explosion: 					exp50
$Impact Explosion Radius: 			25
$Muzzleflash: 						vhef
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0
	+Radius:	6.0
	+Life:		0.01
	+Scale:		0.0
	+Bitmap:	vef
	

$Name:                          TAG-AAA
$Turret Name: Target Designator
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:					136, 243, 249
@Laser Length:					0.0
@Laser Head Radius:				0.60
@Laser Tail Radius:				0.60
$Mass:                          100.0
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     3.0             ;; in seconds
$Damage:                        1				;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Damage Type: 					SmallBeam
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0
$Lifetime:                      40.0            ;; How long this thing lives
$Energy Consumed:               0.30            ;; Energy used when fired
$Cargo Size:                    0.0             ;; Amount of space taken up in weapon cargo
$Homing:                        NO
$LaunchSnd:                     124
$ImpactSnd:			MV_AAABeam_Impact             ;; The sound it makes when it hits something
+Weapon Range:					4900			;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "beam" "Bomber+")
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:					exp04
$Impact Explosion Radius:			4
$BeamInfo:
	+Type:						3				;; 0 - 4 are valid #'s
	+Life:			  			0.5				;; how long it lasts once the beam is actually firing
	+Warmup:		  			750			;; warmup time in ms
	+Warmdown:					1200			;; warmdown time in ms
	+Radius:					10.0
	+PCount:					24
	+PRadius:					2.4
	+PAngle:					65.0			;; angle of the random "cone" where the particles are generated
	+PAni:						particle_blue
	+Miss Factor:				1.9 1.8 1.7 1.6 1.5 	;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
	+Friendly Miss Factor:		1.9 1.8 1.7 1.6 1.5
	+Hostile Miss Factor:		1.9 1.8 1.7 1.6 1.5
	+Neutral Miss Factor:		1.9 1.8 1.7 1.6 1.5
	+Unknown Miss Factor:		1.9 1.8 1.7 1.6 1.5
	+BeamSound:					149				;; the looping beam-firing sound
	+WarmupSound:				151				;; associated warmup sound
	+WarmdownSound:				161				;; associated warmdown sound
	+Muzzleglow:				Beamglow3
	+Shots:						3				;; only used for TYPE 3 beams
	+ShrinkFactor:				0.0			;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
	+ShrinkPct:					0.0			;; what percentage of max width we subtract per second
	+Beam Piercing Effect:					exp06
	+Beam Piercing Radius:					2.0
	+Beam Piercing Effect Velocity:			10
	+Beam Piercing Splash Effect Velocity:	-1
	+Beam Piercing Effect Variance:			0.01
	$Section:
		+Width:			2.0
		+Texture:		TerBeam2Core
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.1
		+Zadd:			2.0
		+Tile Factor:	30, 1
		+Translation:	-4
	$Section:
		+Width:			3.0
		+Texture:		Beam-White2
		+RGBA Inner:	0 160 0 255
		+RGBA Outer:	0 60 0 10
		+Flicker:		0.1
		+Zadd:			1.0
		+Tile Factor:	90, 1
		+Translation:	-3
	$Section:
		+Width:			4.0
		+Texture:		TerBeam2Glow
		+RGBA Inner:	0 160 0 255
		+RGBA Outer:	0 60 0 10
		+Flicker:		0.1
		+Zadd:			1.0
		+Tile Factor:	70, 1
		+Translation:	-5
	$Section:
		+Width:			10.0
		+Texture:		TerBeam2GlowHaze
		+RGBA Inner:	0 255 0 255
		+RGBA Outer:	0 255 0 10
		+Flicker:		0.4
		+Zadd:			0.0
		+Tile Factor:	240, 1
		+Translation:	-3
$TAG: 2 10.0

$Name:                          CIWS-AAA
$Turret Name: CIWS
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:					136, 136, 249
@Laser Length:					0.0
@Laser Head Radius:				0.60
@Laser Tail Radius:				0.60
$Mass:                          1
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     5             ;; in seconds
$Damage:                        1		;; NOTE: for beam weapons this is kind of a "continuous" damage applied every few fractions of a second that the beam is on.
$Damage Type: 					SmallBeam
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0
$Lifetime:                      40.0            ;; How long this thing lives
$Energy Consumed:               0.30            ;; Energy used when fired
$Cargo Size:                    0.0             ;; Amount of space taken up in weapon cargo
$Homing:                        NO
$LaunchSnd:                     124
$ImpactSnd:			MV_AAABeam_Impact             ;; The sound it makes when it hits something
+Weapon Range:					3000			;; Limit to range at which weapon will actively target object
$Flags:                         ("Big Ship" "beam" )
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:					exp04
$Impact Explosion Radius:			4
$BeamInfo:
	+Type:						3				;; 0 - 4 are valid #'s
	+Life:			  			0.2				;; how long it lasts once the beam is actually firing
	+Warmup:		  			0			;; warmup time in ms
	+Warmdown:					0			;; warmdown time in ms
	+Radius:					40.0
	+PCount:					24
	+PRadius:					2.4
	+PAngle:					65.0			;; angle of the random "cone" where the particles are generated
	+PAni:						particle_blue
	+Miss Factor:				0.0 0.0 0.0 0.0 0.0 	;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
	+Friendly Miss Factor:		0.0 0.0 0.0 0.0 0.0
	+Hostile Miss Factor:		0.0 0.0 0.0 0.0 0.0 
	+Neutral Miss Factor:		0.0 0.0 0.0 0.0 0.0 
	+Unknown Miss Factor:		0.0 0.0 0.0 0.0 0.0 
	+BeamSound:					149				;; the looping beam-firing sound
	+WarmupSound:				151				;; associated warmup sound
	+WarmdownSound:				161				;; associated warmdown sound
	+Muzzleglow:				BlueBeamGlow2
	+Shots:					10				;; only used for TYPE 3 beams
	+ShrinkFactor:				0.0			;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
	+ShrinkPct:					0.0			;; what percentage of max width we subtract per second
	+Beam Piercing Effect:					exp06
	+Beam Piercing Radius:					2.0
	+Beam Piercing Effect Velocity:			10
	+Beam Piercing Splash Effect Velocity:	-1
	+Beam Piercing Effect Variance:			0.01
	$Section:
		+Width:			8.0
		+Texture:		BlueBeam3Core
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.1
		+Zadd:			2.0
		+Tile Factor:	30, 1
		+Translation:	-4
	$Section:
		+Width:			12.0
		+Texture:		BlueBeam4Core
		+RGBA Inner:	0 160 0 255
		+RGBA Outer:	0 60 0 10
		+Flicker:		0.1
		+Zadd:			1.0
		+Tile Factor:	90, 1
		+Translation:	-3
	$Section:
		+Width:			16.0
		+Texture:		BlueBeam2CoreHaze
		+RGBA Inner:	0 160 0 255
		+RGBA Outer:	0 60 0 10
		+Flicker:		0.1
		+Zadd:			1.0
		+Tile Factor:	70, 1
		+Translation:	-5
	$Section:
		+Width:			20.0
		+Texture:		BlueFade
		+RGBA Inner:	0 255 0 255
		+RGBA Outer:	0 255 0 10
		+Flicker:		0.4
		+Zadd:			0.0
		+Tile Factor:	240, 1
		+Translation:	-3

$Name:		TerPulse#Huge ;;meant to be interchangeable with TerPulse, adds Huge flag and removes FoF, for when you need it to target warships
	+Tech Title:					XSTR( "MT Type 1A Hellstar Variant", -1 )
	+Tech Description:				XSTR( "This Hellstar variant adds modified field stabilizers from the Void Fang beam system to improve accuracy and armor penetration.  The need to keep the weapon on target means the stabilizers must be deactivated for the Hellstar/Obsidian to engage strikecraft.",  -1 )
$end_multi_text
$Turret Name: Pulse Cannon
$Model File:						none
@Laser Bitmap:						Archer_Bitmap
@Laser Glow:						Kayser_Glow
@Laser Color:						20, 20, 220
@Laser Color2:						20, 20, 150
@Laser Length:						40.0
@Laser Head Radius:					12.0
@Laser Tail Radius:					12.0
$Mass:								0.6
$Velocity:							1800.0
$Fire Wait:							1.0
$Damage:							350
$Damage Type: 						HugeWeapon
$Detonation Range:					5000
$Armor Factor:						1.3
$Shield Factor:						1.0
$Subsystem Factor:					0.7
$Lifetime:							3.0
$Energy Consumed:					4.0
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							TerPulsePew
$ImpactSnd:							88
+Weapon Range:						4900
$Flags: 							( "big ship" "Huge" "particle spew" )
$Trail:
	+Start Width:	12.0
	+End Width:		12.0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		0.4
	+Bitmap:		archer_trail
$Impact Explosion: 					exp06b
$Impact Explosion Radius: 			24
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			12.0
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						gausscannon_karuna
$Pspew:
	+Count:		3
	+Time:		28
	+Vel:		-0.03
	+Radius:	5.0
	+Life:		0.2
	+Scale:		1
	+Bitmap:	Kayser_Particle
	
	
$Name:		TerPulse#Huge#Command ;;longer-range variant of the TerPulse#Huge, for capship control missions only
	+Tech Title:					XSTR( "MT Type 1A Hellstar Variant", -1 )
	+Tech Description:				XSTR( "This Hellstar variant adds modified field stabilizers from the Void Fang beam system to improve accuracy and armor penetration.  The need to keep the weapon on target means the stabilizers must be deactivated for the Hellstar/Obsidian to engage strikecraft.",  -1 )
$end_multi_text
$Turret Name: Pulse Cannon
$Model File:						none
@Laser Bitmap:						Archer_Bitmap
@Laser Glow:						Kayser_Glow
@Laser Color:						20, 20, 220
@Laser Color2:						20, 20, 150
@Laser Length:						40.0
@Laser Head Radius:					12.0
@Laser Tail Radius:					12.0
$Mass:								0.6
$Velocity:							1800.0
$Fire Wait:							1.0
$Damage:							350
$Damage Type: 						HugeWeapon
$Detonation Range:					5000
$Armor Factor:						1.3
$Shield Factor:						1.0
$Subsystem Factor:					0.7
$Lifetime:							3.0
$Energy Consumed:					4.0
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							TerPulsePew
$ImpactSnd:							88
+Weapon Range:						5400
$Flags: 							( "big ship" "Huge" "particle spew" )
$Trail:
	+Start Width:	12.0
	+End Width:		12.0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		0.4
	+Bitmap:		archer_trail
$Impact Explosion: 					exp06b
$Impact Explosion Radius: 			24
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			12.0
$Piercing Impact Velocity: 			10
$Piercing Impact Splash Velocity: 	-2.5
$Piercing Impact Variance: 			0.01
$Piercing Impact Particles: 		5
$Muzzleflash: 						gausscannon_karuna
$Pspew:
	+Count:		3
	+Time:		28
	+Vel:		-0.03
	+Radius:	5.0
	+Life:		0.2
	+Scale:		1
	+Bitmap:	Kayser_Particle
	

$Name:		#None ;Dummy Weapon
$Model File:						none
@Laser Bitmap:						Archer_Bitmap
@Laser Glow:						Kayser_Glow
@Laser Color:						20, 20, 220
@Laser Color2:						20, 20, 150
@Laser Length:						40.0
@Laser Head Radius:					12.0
@Laser Tail Radius:					12.0
$Mass:								0.6
$Velocity:							0.0
$Fire Wait:							999.0
$Armor Factor:						1.3
$Shield Factor:						1.0
$Subsystem Factor:					0.7
$Lifetime:							0.0
$Flags: 							( "big ship" "Huge" "particle spew" )


$Name:							RepairBeam
$Turret Name: Fusion Welder
$Model File:				none 
@Laser Bitmap:				Repairglow01
@Laser Color:				255, 173, 67
@Laser Length:				0.0
@Laser Head Radius:			0.3
@Laser Tail Radius:			0.3
$Mass:					0.0
$Velocity:				1600.0
$Fire Wait:				3.0
$Damage:				0
$Damage Type:				SmallBeam
$Armor Factor:				0.0
$Shield Factor:				0.0
$Subsystem Factor:			0.0
$Lifetime:				5.0
$Energy Consumed:			0.30
$Cargo Size:				0.0
$Homing:				NO
$LaunchSnd: 162				
$ImpactSnd: 162
+Weapon Range:				100
$Flags:					("beam")
$Icon:					icongun05
$Anim:					LoadGun07
$Impact Explosion:			exp04
$Impact Explosion Radius:		0.5
$BeamInfo:
	+Type:				3
	+Life:				5
	+Warmup:			7
	+Warmdown:			1
	+Radius:			.1
	+PCount:			5
	+PRadius:			0.2
	+PAngle:			0.1
	+PAni:				particle_Repair
	+Miss Factor:			0 0 0 0 0
	+BeamSound:			162
	+WarmupSound:			163
	+WarmdownSound:			164
	+Muzzleglow:			RepairBeam2Glow
	+Shots:				5
	+ShrinkFactor:			.1
	+ShrinkPct:			.1
	+Range:				50
	+BeamWidth:			0.1
	+Beam Flash Effect:		capflash
	+Beam Flash Radius:		0.2
	$Section:
		+Width:			0.1
		+Texture:		RepairCore
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.2
		+Zadd:			9
		+Tile Factor:	10, 1
		+Translation:	-20
	$Section:
		+Width:			0.1
		+Texture:		RepairHaze1
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.7
		+Zadd:			7
		+Tile Factor:	10, 1
		+Translation:	-16
	$Section:
		+Width:			0.3
		+Texture:		RepairHaze2
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.5
		+Zadd:			7
		+Tile Factor:	15, 1
		+Translation:	-16
	$Section:
		+Width:			0.3
		+Texture:		RepairHaze3
		+RGBA Inner:	160 160 0 255
		+RGBA Outer:	60 60 0 10
		+Flicker:		0.4
		+Zadd:			3
		+Tile Factor:	24, 1
		+Translation:	-10
	$Section:
		+Width:			0.5
		+Texture:		RepairFade
		+RGBA Inner:	255 255 255 255
		+RGBA Outer:	150 150 150 10
		+Flicker:		0.35
		+Zadd:			1

$Name:		Shivan Malak
	+Title:							XSTR( "Malak", -1 )
	+Description:					XSTR("
	Very High ROF
	Shivan Intron Weapon
	Anima Engineered
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Malak", -1 )
	+Tech Anim:						Tech_Subach_HL-7
	+Tech Description:				XSTR( "A weapon produced by a Shivan anima's influence on nearby technological heuristics.", -1 )
$end_multi_text
$Turret Name: Shivan Gun
$Model File:						none
@Laser Bitmap:						Citra_bitmap
@Laser Glow:						Alouqua_glow
@Laser Color:						10,0,91
@Laser Color2:						91,0,10
@Laser Length:						1.2
@Laser Head Radius:					2.0
@Laser Tail Radius:					2.0
$Mass:								0.2
$Velocity:							675.0
$Fire Wait:							0.2
$Damage:							22
$Damage Type: 						NormalWeapon
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.4
$Lifetime:							1.83
$Energy Consumed:					1.0
$Cargo Size:						0.0
$Homing:							NO
$LaunchSnd:							balor
$ImpactSnd:							85
+Weapon Range:						1125
$Flags: 							( "cycle" "particle spew" )
$Trail:
	+Start Width:	0.3
	+End Width:		0.15
	+Start Alpha:	0.3
	+End Alpha:		0.0
	+Max Life:		0.1
	+Bitmap:		Alouqua_Trail
$Icon:								iconflail
$Anim:								Flail2
$Impact Explosion:			Shivan_Impact01
$Impact Explosion Radius:	4.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius:			2.0
$Piercing Impact Velocity:			10
$Piercing Impact Splash Velocity:	-2.5
$Piercing Impact Variance:			0.01
$Piercing Impact Particles:			5
$Muzzleflash:		Rmuzzle
$Pspew:
	+Count:		1
	+Time:		20
	+Vel:		0.30
	+Radius:	0.32
	+Life:		0.24
	+Scale:		0.0
	+Bitmap:	Shivan_Laser_Stream

$Name:                          Shivan LanceSlowSlash
$Turret Name: Beam Turret
$Model File:                    none ; laser1-1.pof
@Laser Bitmap:                  laserglow01
@Laser Color:					250, 30, 30
@Laser Length:					0.0
@Laser Head Radius:				0.30
@Laser Tail Radius:				0.30
$Mass:                          10.0
$Velocity:                      1000.0          ;; speed of the weapon (initially) -- may or may not change
$Fire Wait:                     12.0            ;; in seconds
$Damage:                        5
$Damage Type:					SmallBeam
$Armor Factor:                  1.0
$Shield Factor:                 1.0
$Subsystem Factor:              1.0
$Lifetime:                      10.0            ;; How long this thing lives
$Energy Consumed:               0.30            ;; Energy used when fired
$Cargo Size:                    0.0             ;; Amount of space taken up in weapon cargo
$Homing:                        NO
$LaunchSnd:                     124
$ImpactSnd:			MV_Beam_Impact           ;; The sound it makes when it hits something
+Weapon Range:					10000			;; Limit to range at which weapon will actively target object
$Flags:                         ( "beam" )
$Icon:                          icongun05
$Anim:                          LoadGun07
$Impact Explosion:              ExpMissileHit1
$Impact Explosion Radius:       5.0
$BeamInfo:
	+Type:						1				;; 0 - 4 are valid #'s
	+Life:			  			1.0				;; how long it lasts once the beam is actually firing
	+Warmup:		  			500			;; warmup time in ms
	+Warmdown:					500			;; warmdown time in ms
	+Radius:		  			10.0			;; muzzle glow radius in meters
	+PCount:					12				;; particles spewed every interval
	+PRadius:					0.75				;; particle radius
	+PAngle:					65.0			;; angle of the random "cone" where the particles are generated
	+PAni:						Particle_Red
	+Miss Factor:				2.5 1.875 1.25 0.875 0.5	;; magic # - higher == miss more (only really applicable to type 0 and type 3 beams)
	+BeamSound:					179			;; the looping beam-firing sound
	+WarmupSound:				182			;; associated warmup sound
	+WarmdownSound:				189			;; associated warmdown sound
	+Muzzleglow:				SBeamAGlow
	+Shots:						0				;; only used for TYPE 3 beams
	+ShrinkFactor:				0.9			;; what percentage of lifetime where beam starts shrinking (0.1 == 10% life left)
	+ShrinkPct:					0.8			;; what percentage of max width we subtract per second
	+Beam Flash Effect:						capflash
	+Beam Flash Radius:						2.0
	+Beam Piercing Effect:					exp06
	+Beam Piercing Radius:					20.0
	+Beam Piercing Effect Velocity:			200
	+Beam Piercing Splash Effect Velocity:	-10
	+Beam Piercing Effect Variance:			0.01
	$Section:
		+Width:			1.0
		+Texture:		SAAACore
		+RGBA Inner:	255 0 0 255
		+RGBA Outer:	60 0 0 10
		+Flicker:		0.0
		+Zadd:			2
		+Tile Factor:	12, 1
		+Translation:	-5
	$Section:
		+Width:			2.0
		+Texture:		SBeamAA
		+RGBA Inner:	255 0 0 255
		+RGBA Outer:	60 0 0 10
		+Flicker:		0.0
		+Zadd:			2
		+Tile Factor:	2, 1
		+Translation:	-2
	$Section:
		+Width:			5.0
		+Texture:		SBeamAF
		+RGBA Inner:	255 0 0 255
		+RGBA Outer:	60 0 0 10
		+Flicker:		0.0
		+Zadd:			2
		+Tile Factor:	1, 1
		+Translation:	3

#End

#Secondary Weapons


$Name:		@Rockeye
+nocreate

	+Description:					XSTR("
	Heat Seeker
	Long Range
	Jousting Weapon
	", -1 )
$end_multi_text
	+Tech Description:				XSTR( "The Rockeye heatseeker remains in service, if not in favor, as a weapon for head-to-head engagements. With good range and no need for aspect lock, pilots can snap off a few Rockeyes on the approach, forcing the enemy to break off. But the missile's obsolete seeker head makes it vulnerable to countermeasures.
", -1 )
$end_multi_text
$Turret Name: Heat Seeker
$Damage Type: 						NormalWeapon
$Cargo Size:							2

$Name:		@Rockeye D
+nocreate
$Turret Name: Heat Seeker
$Damage Type: 						NormalWeapon


$Name:		Enemy MX-64
+nocreate
$Turret Name: Heat Seeker
$Damage Type: 						NormalWeapon


$Name:		@Tempest
+nocreate
	+Description:					XSTR("
	Dumbfire Missile
	High Rate of Fire
	Knife Fight Weapon
	", -1 )
$end_multi_text
	+Tech Description:				XSTR( "The beloved MX-6 Tempest dumbfire rocket is a pilot's best friend. A pod of Tempests provides massive expendable firepower at short range. When pilots need to murder bombers, strafe hard targets, or kill maneuverable foes with volleys of damage, they pack Tempests.
", -1 )
$end_multi_text
$Turret Name: Dumbfire Missile
$Damage Type: 						NormalWeapon


$Name:		@Tempest D
+nocreate
$Turret Name: Dumbfire Missile
$Damage Type: 						NormalWeapon


$Name:		@Hornet
+nocreate
	+Description:					XSTR("
	Swarm Missile
	Anti-Cruiser
	Flies Lag Pursuit
	", -1 )
$end_multi_text
	+Tech Description:				XSTR( "The GTVA's surplus 2.6 million Hornets have yet to be depleted, but pilots rarely deploy this Great War classic except for light assault work against undefended targets, or saturation attacks against enemy cruisers. The Hornet launches four shaped-charge warheads, but their ineffective seekers aren't smart enough to fly lead pursuit on a target, leaving them trailing sluggishly after fighters. In the dogfight role all vessels are now issued the Tornado.
", -1 )
$end_multi_text
$Turret Name: Swarm Missile
$Damage Type: 						NormalWeapon
$Name:		@Hornet D
+nocreate
$Turret Name: Swarm Missile
$Damage Type: 						NormalWeapon


$Name:		Hornet#Weak
+nocreate
$Turret Name: Swarm Missile
$Damage Type: 						NormalWeapon


$Name:		@Tornado
+nocreate
	+Description:					XSTR("
	Swarm Missile
	High Damage
	Flies Lead Pursuit
	", -1 )
$end_multi_text
	+Tech Description:				XSTR( "A direct descendant of the Hornet, the Tornado provides GTVA interceptors and space superiority fighters with superb punch in a dogfight. If and only if locked onto a target, the Tornado launches volleys of four smart-seeking aspect-guided missiles with shaped-charge and coil-flash payload. Effect on light targets is devastating. Alongside the Harpoon, the Tornado forms the core of the GTVA's space superiority missile suite.
", -1 )
$end_multi_text
$Turret Name: Swarm Missile
$Damage Type: 						NormalWeapon


$Name:		@Tornado D
+nocreate
$Turret Name: Swarm Missile
$Damage Type: 						NormalWeapon


$Name:		Harpoon
+nocreate
	+Description:					XSTR("
	Guided Missile
	Standard Issue
	Dogfight Weapon
	", -1 )
$end_multi_text
	+Tech Description:				XSTR( "The GTM-19D Harpoon wields a fuzzy-logic tracking system, a depleted uranium warhead, and a swift Boone Thrusters drive. As the Alliance's standard-issue ship-to-ship missile, the Harpoon has been killing enemy fighters since before the Second Shivan Incursion. The design is a classic example of successful procurement, and most post-Capella refinements have simply reduced cost and logistical overhead. The Harpoon surplus is on track to outpace the Hornet within the year.
", -1 )
$end_multi_text
$Turret Name: Guided Missile
$Damage Type: 						NormalWeapon


$Name:		Harpoon D
+nocreate
$Turret Name: Guided Missile
$Damage Type: 						NormalWeapon


$Name:		Harpoon#Weak
+nocreate
$Turret Name: Guided Missile
$Damage Type: 						NormalWeapon


$Name:		@Trebuchet
+nocreate
	+Description:					XSTR("
	Long Range Missile
	High Damage
	Sniper Weapon
	", -1 )
$end_multi_text
	+Tech Description:				XSTR( "The Trebuchet was a godsend during the Capella ordeal, allowing GTVA forces to disarm Shivan beam cannons from outside range of reply and providing some hope against wave after wave of bombers approaching from all directions. With a four kilometer powered flight envelope and a massive warhead, the Trebuchet must be evaded - at pain of destruction. Alliance tactics wholeheartedly embraced this weapon, and all contemporary pilots are trained in pop-up attacks and beam disarmament. Assault squadrons train to fire waves of Trebuchets against hard targets as improvised bombs. Some parties within High Command are certain that the Shivans will develop the ability to intercept and destroy these warheads, but in the meantime, they are a vital tactical asset.
", -1 )
$end_multi_text
$Turret Name: LRM Turret
$Damage Type: 						NormalWeapon
$Flags:				( "player allowed" "particle spew" "inherit parent target" )
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	0.2
	+Life:		0.1
	+Scale:		0.0
	+Bitmap:	missilespew02


$Name:		@TAG-A
+nocreate
$Turret Name: TAG Turret
$Velocity:								700.0
$Fire Wait:								1.5
$Damage Type: 						NormalWeapon


$Name:		@TAG-B
+nocreate
$Turret Name: TAG Turret
$Damage Type: 						NormalWeapon
$Cargo Size:							1.5
$Homing:								YES
	+Type:								ASPECT												;; Legal: HEAT, ASPECT
	+Turn Time:							1.0
	+Min Lock Time:						2.0													;; Minimum lock time (in seconds)
	+Lock Pixels/Sec:					70                                        ;; Pixels moved per sec while locking
	+Catch-up Pixels/Sec:				100													;; Pixels moved per sec while catching up
	+Catch-up Penalty:					30		


$Name:		TAG-C
+nocreate
$Turret Name: TAG Turret
$Fire Wait: 						120
$Damage Type: 						NormalWeapon
$Cargo Size: 						25
$Flags: 							( "No Dumbfire" "player allowed" )
$SSM: 								0

$Name:                                 TAG-D
+Title:                                XSTR("GTI TAG-D Missile", -1)
+Description:
XSTR(
"Special Issue
Electronic Warfare
Spots for Beams", -1)
$end_multi_text
+Tech Title:				   XSTR("GTI TAG-D Missile", -1)
+Tech Anim:					   Tech_GTI_TAG_Missile_C
+Tech Description:
XSTR(
"The TAG-D is a slimmed-down TAG-C variant with no provision for subspace missile spotting.", -1)
$end_multi_text
$Turret Name: TAG Turret
$Model File:							tagc.pof
$Light color:							(53, 222, 108)
$Mass:									20.0
$Velocity:								205.0
$Fire Wait:								8.0
$Damage:								10															;; damage applied when within inner radius
$Blast Force:							10.0
$Inner Radius:							10.0														;; radius at which damage is full (0 for impact only)
$Outer Radius:							30.0														;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed:						0                                            ;; velocity of shockwave.  0 for none.
$Armor Factor:							0.1
$Shield Factor:							0.1
$Subsystem Factor:						0.1
$Lifetime:								13.0
$Energy Consumed:						0.0														;; Energy used when fired
$Cargo Size:							2.0														;; Amount of space taken up in weapon cargo
$Homing:								YES
	;; the following indented fields are only required when $Homing is YES
	+Type:								ASPECT													;; Legal: HEAT, ASPECT
	+Turn Time:							1.3
	+Min Lock Time:						1.5														;; Minimum lock time (in seconds)
	+Lock Pixels/Sec:					60                                           ;; Pixels moved per sec while locking
	+Catch-up Pixels/Sec:				100														;; Pixels moved per sec while catching up
	+Catch-up Penalty:					30															;; Extra pixels to move after catching up
$LaunchSnd:								92                                           ;; The sound it makes when fired
$ImpactSnd:								MV_Missile                                           ;; The sound it makes when it hits something
$FlyBySnd:								-1
$Rearm Rate:							0.33														;; number of missiles/sec that are rearmed
$Flags:									( "player allowed")
$Trail:																										;; Trail cannot be set if Exhaust is set
	+Start Width:						0.25                                         ;; Width of trail nearest missile
	+End Width:							0.5                                          ;; Width of trail before it "evaporates"
	+Start Alpha:						1.0
	+End Alpha:							0.0
	+Max Life:							0.3                                          ;; how many seconds before trail disappears
	+Bitmap:							MissileTrail04											;; Bitmap used to draw trail
$Icon:									iconTagC
$Anim:									tagC
$Impact Explosion:						ExpMissileHit1
$Impact Explosion Radius:				10
$Tag:									3 10.0


$Name:		Piranha
+nocreate
	+Description:					XSTR("
	Cluster Missile
	Spawns Heatseekers
	Bomber Defense
	", -1 )
$end_multi_text
	+Tech Description:				XSTR( "The Piranha cluster munition deploys a spray of heat-seeking submunitions that identify and attack nearby craft. Bombers commonly carry the Piranha for terminal defense against interceptors, since a Piranha launch forces pilots to evade and break off their gun runs. Pilots often deride the Piranha as a 'die less' weapon, since any situation requiring bombers to defend themselves is already dire - but in live combat, dying less is a very worthy goal. Alliance warships also carry large stocks of Piranhas for close defense against fighters. A next-generation Piranha replacement, the Joint Cluster Defensive Munition, is currently mired in procurement and budget troubles.
", -1 )
$end_multi_text
$Turret Name: Cluster Missile
$Damage Type: 						SpawnWeapon
$Shockwave Name:								Sphere_burst_blue_1
+Weapon Min Range:						150


$Name:                                 Piranha#bomber
+Title:                                XSTR("GTM-10 Piranha", -1)
+Description:
XSTR(
"Standard Issue
Area Effect
Fighter Suppression Weapon", -1)
$end_multi_text
+Tech Title:				   XSTR("GTM-10 Piranha", -1)
+Tech Anim:					   Tech_Piranha
+Tech Description:
XSTR(
"A third-generation version of the old Synaptic and Havoc missiles, the GTM-10 Piranha provides bombers with a high-explosive anti-fighter screen. The Piranha is detonated remotely by pressing the Secondary weapon trigger a second time. This releases over a dozen small, heat-seeking missiles that attack any enemy vessel within range. This function makes the missile effective against incoming wings of fighters in close formation. The Piranha is now the standard issue defensive weapon for bombers attacking targets protected by close fighter cover.", -1)
$end_multi_text
$Turret Name: Cluster Missile
$Model File:									piranha.pof
$Mass:                                 20.0
$Velocity:                             180.0
$Fire Wait:                            5.0
$Damage:                               100
$Damage Type: 						SpawnWeapon													;; damage applied when within inner radius
$Blast Force:									1500.0	
$Inner Radius:									75.0													;; radius at which damage is full (0 for impact only)
$Outer Radius:									150.0													;; max radius for attenuated damage 
$Shockwave Speed:								80.0													;; velocity of shockwave.  0 for none.
$Shockwave Name:								Sphere_burst_blue_1
$Armor Factor:									1.0
$Shield Factor:								0.75
$Subsystem Factor:							1.0
$Lifetime:                             8.0
$Energy Consumed:								0.0
$Cargo Size:									6.0
$Homing:                               NO
$LaunchSnd:                            93
$ImpactSnd:		MV_Clusterboom
$FlyBySnd:                             -1
$Rearm Rate:									1
+Weapon Range:				1440
+Weapon Min Range:				150

$Flags:                                ( "player allowed" 
													"Spawn Cluster Baby#bomber,25"							;; Create 15 "Cluster Baby" children on detonation													
													"Remote Detonate" )								;; Remote Detonate = another fire press detonates

$Trail:                                                                          ;; Trail cannot be set if Exhaust is set
	;; The following indented fields are only required when $Trail is YES
	+Start Width:								0.25													;; Width of trail nearest missile
	+End Width:									0.75													;; Width of trail before it "evaporates"
	+Start Alpha:								1.0
	+End Alpha:									0.0
	+Max Life:									1.5													;; how many seconds before trail disappears
	+Bitmap:										MissileTrail04										;; Bitmap used to draw trail
$Icon:                                 iconPiranha
$Anim:                                 Piranha
$Impact Explosion:							ExpMissileHit1
$Impact Explosion Radius:					20.0


$Name:                                  Cluster Baby#bomber
$Model File:                    hornet.pof
$Mass:                                  1.2
$Velocity:                              175.0
$Fire Wait:                             0.5
$Damage:                                60                                      ;; damage applied when within inner radius
$Blast Force:                   5.0
$Inner Radius:                  20.0                                     ;; radius at which damage is full (0 for impact only)
$Outer Radius:                  40.0                                     ;; max radius for attenuated damage 
$Shockwave Speed:               0                                               ;; velocity of shockwave.  0 for none.
$Armor Factor:                  1.0
$Shield Factor:         1.0
$Subsystem Factor:      0.5
$Lifetime:                              12.0
$Energy Consumed:               0.0
$Cargo Size:                    2.0
$Homing:                                        YES
	;; the following indented fields are only required when $Homing is YES
	+Type:                          HEAT            ;; Legal: HEAT, ASPECT
	+Turn Time:                     0.25
	+View Cone:                     360.0
$LaunchSnd:                             -1
$ImpactSnd:          MV_Missile
$FlyBySnd:                              -1
$Rearm Rate:                    1.0
$Flags:                                 ("child" )
$Trail:                                                                              ;; Trail cannot be set if Exhaust is set
	+Start Width:            0.25                                            ;; Width of trail nearest missile
	+End Width:            0.75                                            ;; Width of trail before it "evaporates"
	+Start Alpha:		1.0
	+End Alpha:		0.0
	+Max Life:                          1.0                                             ;; how many seconds before trail disappears
	+Bitmap:                        MissileTrail02                  ;; Bitmap used to draw trail
$Icon:                                  iconmissile08
$Anim:                                  LoadMissile06
$Impact Explosion:                      ExpMissileHit1
$Impact Explosion Radius:       5.0



$Name:		@Stiletto II
+nocreate
	+Description:					XSTR("
	Long Range Missile
	Anti-Subsystem
	Can Be Intercepted
	", -1 )
$end_multi_text
	+Tech Description:				XSTR( "The Stiletto II tactical bomb targets warship subsystems, accelerating to a terminal attack speed that gives it excellent penetration against point defense. The warhead penetrator cannot inflict armor damage, but it effectively disables systems in the armor. Smaller and cheaper than the Trebuchet, the Stiletto II may be the Alliance's single most important fighter-based weapons system against hostile warships, outstripping even the Maxim cannon. A prominent design school advocates reducing the heavy bomber fleet in favor of strike bombers carrying only Stiletto and Trebuchet variants. The weapon's aesthetics caused a minor stir among the Vasudan Capstone subculture, who see it as obscene.
", -1 )
$end_multi_text
$Turret Name: Disruptor Msl
$Damage Type: 						PunctureWeapon
$Homing:						YES
	+Seeker Strength: 10

$Name:		Infyrno
+nocreate
	+Description:					XSTR("
	2-stage cluster bomb
	~100m AoE
	Can trigger chain-reaction 
	", -1 )
$end_multi_text
	+Tech Description:				XSTR( "The Piranha's dark mirror, the Infyrno is a cluster weapon designed to annihilate wings of slow-moving bombers by saturating the area with submunitions. The design requires pilots to dumbfire the Infyrno and then manually detonate it on target, since on-board logic systems cannot penetrate enemy jamming well enough to determine an optimal point of detonation. The surprising rate of fratricide in initial deployments caused a quiet drawdown in Infyrno production, and the warhead remains tainted by its reputation decades later.
", -1 )
$end_multi_text
$Turret Name: Cluster Bomb
$Velocity: 							165
+Weapon Range:						1155
+Weapon Min Range:					100
$Flags:	( "require exact los" )
$Name:		Infyrno D
+nocreate
$Turret Name: Cluster Bomb
+Weapon Range:						1155
+Weapon Min Range:					100
$Flags:	( "require exact los" )


$Name:		Cyclops
+nocreate
	+Description:					XSTR("
	Standard Issue Bomb
	Long Lock Time
	Can Be Intercepted
	", -1 )
$end_multi_text
	+Tech Description:				XSTR( "The aging GTM-12 Cyclops remains in service due to an excellent series of modernization programs and enormous institutional inertia. As the Alliance's standard-issue anti-warship munition, the Cyclops defines the term 'bomb': it performs a lengthy scan cycle to analyze the target's armor and systems state, locks on, separates, and thrusts to impact while at risk of point defense fire. When fired in large volleys, the Cyclops provides good probability of hit even against modern warships, but the threat environment has grown so hostile to bombers that it is clear the Cyclops' time is limited. The special issue Helios antimatter bomb is largely restricted to anti-Sathanas FIREBREAK units, and Cyclops procurement has run so rampant that the GTVA sometimes sells consignments of older warheads off for use as mining tools despite the security risk. The Myrmidon space superiority fighter's Block 6 upgrade enables it to serve as a fighter-bomber, carrying Cyclops torpedoes.

In recent conflicts, the Artemis strike bomber has become the primary Cyclops delivery platform, since it can perform 'dive bomb' attacks in which it delivers the warload at close range. These tactics are institutionally and politically incendiary.
", -1 )
$end_multi_text
$Turret Name: Bomb Launcher
$Damage Type: 						HugeWeapon
$Homing:						YES
	+Seeker Strength: 10


$Name:		Cyclops#short
+nocreate
	+Description:					XSTR("
	Standard Issue Bomb
	Long Lock Time
	Can Be Intercepted
	", -1 )
$end_multi_text
$Turret Name: Bomb Launcher
$Damage Type: 						HugeWeapon
$Homing:						YES
	+Seeker Strength: 10

$Name:		Rebel Bomb
+nocreate
$Alt Name: Tsunami
$Turret Name: Bomb Launcher
$Damage Type: 						HugeWeapon



$Name:		Helios
+nocreate
	+Description:					XSTR("
	Special Issue Bomb
	Massive Antimatter Warhead
	Can Be Intercepted
	", -1 )
$end_multi_text
	+Tech Description:				XSTR( "The pointy end of a whole generation of theoretical science, the Helios annihilates matter and antimatter to yield a devastating shaped-charge jet and shockwave. Hastily deployed against the SJ Sathanas, the Helios proved its brute worth by helping disarm the warship's main beam weapons. Today, the Alliance's sluggish antimatter production struggles to stockpile enough Helios warheads to meet the threat of a third Shivan incursion. If the Alliance could build or obtain a solar antimatter farm, Helios production would jump by an order of magnitude, but this orbital infrastructure requires economic investment that instead went to the Sol Gate. After the deployment of the Helios and the Meson Bomb during the Second Incursion, anonymous physicists at the Hideki Institute produced the doggerel collection 'This Grant Application [Won't] Kill Shivans'. 
", -1 )
$end_multi_text
$Turret Name: Bomb Launcher
$Damage Type: 						HugeWeapon
$Homing:						YES
	+Seeker Strength: 10

$Name:		EMP Adv.
+nocreate
	+Description:					XSTR("
	Tactical EMP Pulse
	Disables Bombs
	Confuses Fighters
	", -1 )
$end_multi_text
	+Tech Description:				XSTR( "EMP weapons detonate a warhead within a thistle of snap-flash coils to produc immense pulses of radiation and energetic particles even in the void of space, threatening nearby targets with systems overload. Military-grade hardware will survive and reset, but for the duration of the pulse's effects, targeting, communications, and guidance are badly effected. Small craft such as warheads are particularly vulnerable to EMP strikes, and High Command is currently investigating the possible use of EMP effectors to degrade incoming warhead flights. 
", -1 )
$end_multi_text
$Turret Name: EMP Launcher
$Damage Type: 						NormalWeapon
$Shockwave Name:					Sphere_Det_TEL
+Weapon Min Range:					300
$Impact Explosion: 					exp_missile_emp

$Name:		MX-52
+nocreate
$Turret Name: Heat Seeker
$Damage Type: 						NormalWeapon


$Name:		Unknown Bomb
+nocreate
$Turret Name: Bomb Launcher
$Damage Type: 						HugeWeapon
$Homing:						YES
	+Seeker Strength: 10

$Name:		Unknown Megabomb
+nocreate
$Turret Name: Bomb Launcher
$Damage Type: 						HugeWeapon
$Homing:						YES
	+Seeker Strength: 10
$ImpactSnd: 88

$Name:		Vishnan Missile
	+Title:					XSTR( "Vishnan Missile", -1 )
	+Description:			XSTR("
	Neutron Degeneracy Warhead
	Shield/Armor Doubletap
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Vishnan Missile", -1 )
	+Tech Anim:						Tech_Harpoon
	+Tech Description:				XSTR( "Vishnan fighter-mounted missile systems are twice as powerful as our own. The guidance system is unknown, but the warhead appears to be a variant on the Pauli exclusion bomb principle used in most Vishnan weapons. These weapons are fired in two-shot volleys with selectable yield, the first warhead tuned to disrupt shields, the second to breach armor. Although sophisticated, it is interesting to note that Vishnan weapons - unlike their Shivan counterparts - seem to be performing at maximum ability. The Vishnans display considerably reduced technological diversity compared to the Shivans.", -1 )
$end_multi_text
$Turret Name: Guided Missile
$Model File:						Vishnan_Missile.pof
$Light color:						(0, 0, 255)
$Mass:								15.0
$Velocity:							350.0
$Fire Wait:							2.0
$Damage:							100
$Damage Type: 						NormalWeapon
$Blast Force:						60.0
$Inner Radius:						40.0
$Outer Radius:						70.0
$Shockwave Speed:					140
$Shockwave Name:					Sphere_burst_blue_1
$Armor Factor:						0.2
$Shield Factor:						1.5
$Subsystem Factor:					0.2
$Lifetime:							7.0
$Energy Consumed:					0.0
$Cargo Size:						1.0
$Homing:							YES
	+Type:							ASPECT
	+Turn Time:						1.0
	+Min Lock Time:					0.1
	+Lock Pixels/Sec:				400
	+Catch-up Pixels/Sec:			300
	+Catch-up Penalty:				30
	+Seeker Strength:			3
	+Target Lead Scaler:			1
$LaunchSnd:							91
$ImpactSnd:							MV_EMP_Missile
$FlyBySnd:							-1
$Rearm Rate:						2.0
+Weapon Range:						2000
$Flags: 							( "player allowed" "no doublefire" )
$Trail:
	+Start Width:	0.2
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		3.0
	+Bitmap:		missiletrail03
$Icon:								iconCrossbow
$Anim:								cross
$Impact Explosion: 					Flash_Flare_Blu
$Impact Explosion Radius: 			40
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			5.15
$Piercing Impact Velocity: 			20
$Piercing Impact Splash Velocity: 	-5
$Piercing Impact Variance: 			0.1
$Piercing Impact Particles: 		5
$Burst Shots:				2
$Burst Delay:				150
$Burst Flags:				( "fast firing" )
$Thruster Flame Effect:				missilethruster03
$Thruster Glow Effect:				missileglow03
$Substitute: Vishnan Missile#Impact
	+Period: 2

$Name:		Vishnan Missile#Impact
	+Title:					XSTR( "Vishnan Missile#Impact", -1 )
	+Description:			XSTR("
	Neutron Degeneracy Warhead
	Fast Target Lock
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Vishnan Dual Missile", -1 )
	+Tech Anim:						Tech_Harpoon
	+Tech Description:				XSTR( "Armor kill component of the Vishnan antifighter missile system.", -1 )
$end_multi_text
$Turret Name: Guided Missile
$Model File:						Vishnan_Missile.pof
$Light color:						(255, 176, 120)
$Mass:								15.0
$Velocity:							300.0
$Fire Wait:							2.0
$Damage:							200
$Damage Type: 						NormalWeapon
$Blast Force:						60.0
$Inner Radius:						20.0
$Outer Radius:						40.0
$Armor Factor:						1.2
$Shield Factor:						0.5
$Subsystem Factor:					0.5
$Lifetime:							7.0
$Energy Consumed:					0.0
$Cargo Size:						1.0
$Homing:							YES
	+Type:							ASPECT
	+Turn Time:						1.0
	+Min Lock Time:					2.0
	+Lock Pixels/Sec:				70
	+Catch-up Pixels/Sec:			100
	+Catch-up Penalty:				30
	+Seeker Strength:			3
	+Target Lead Scaler:			1
$LaunchSnd:							91
$ImpactSnd:		MV_Missile
$FlyBySnd:							-1
$Rearm Rate:						2.0
+Weapon Range:						2000
$Flags: 							( "player allowed" "no_fred" )
$Trail:
	+Start Width:	0.2
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		3.0
	+Bitmap:		missiletrail02
$Icon:								iconCrossbow
$Anim:								cross
$Impact Explosion: 					Flash_Flare_Red
$Impact Explosion Radius: 			40
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			5.15
$Piercing Impact Velocity: 			20
$Piercing Impact Splash Velocity: 	-5
$Piercing Impact Variance: 			0.1
$Piercing Impact Particles: 		5
$Thruster Flame Effect:				missilethruster02
$Thruster Glow Effect:				missileglow02

$Name:		Vishnan Subspace Missile
$Alt Name: Subspace Missile
	+Title:					XSTR( "Vishnan Subspace Missile", -1 )
	+Description:			XSTR("
	Neutron Degeneracy Warhead
	Attacks Through Subspace
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Vishnan Subspace Missile", -1 )
	+Tech Anim:						Tech_Harpoon
	+Tech Description:				XSTR( "This variant of the Vishnan antifighter missile uses an onboard subspace engine and a connection to the Great Psyche to plot and execute tactical jumps towards its target.", -1 )
$end_multi_text
$Turret Name: Subspace Missile
$Model File:						Vishnan_Missile.pof
$Mass:								15.0
$Velocity:							300.0
$Fire Wait:							6.0
$Damage:							300
$Damage Type: 						NormalWeapon
$Blast Force:						120.0
$Inner Radius:						60.0
$Outer Radius:						120.0
$Shockwave Speed:					120
$Shockwave Name:					Sphere_burst_purple_1
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.5
$Lifetime:							7.0
$Energy Consumed:					0.0
$Cargo Size:						2.0
$Homing:							YES
	+Type:							ASPECT
	+Turn Time:						0.1
	+Min Lock Time:					2.0
	+Lock Pixels/Sec:				70
	+Catch-up Pixels/Sec:			100
	+Catch-up Penalty:				30
	+Seeker Strength:			20
$LaunchSnd:							91
$ImpactSnd:							MV_Missile
$FlyBySnd:							-1
$Rearm Rate:						2.0
+Weapon Range:						6000
$Flags: 							( "player allowed" "local ssm" "particle spew" )
$Trail:
	+Start Width:	0.2
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		3.0
	+Bitmap:		missiletrail03
$Icon:								iconCrossbow
$Anim:								cross
$Impact Explosion: 					Flash_Flare_PUR
$Impact Explosion Radius: 			60
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			5.15
$Piercing Impact Velocity: 			20
$Piercing Impact Splash Velocity: 	-5
$Piercing Impact Variance: 			0.1
$Piercing Impact Particles: 		5
$Local SSM:
	+Warpout Delay:		2
	+Warpin Delay:		2
	+Stage 5 Velocity:	300
	+Warpin Radius:		100
	+Lock Range:		6000
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	0.2
	+Life:		0.1
	+Scale:		0.0
	+Bitmap:	missilespew02
$Thruster Flame Effect:				missilethruster03
$Thruster Glow Effect:				missileglow03


$Name:		Vishnan Flechette Pod
$Alt Name: Flechette Pod
	+Title:					XSTR( "Vishnan Flechette Pod", -1 )
	+Description:			XSTR("
	Smart Micromissile Launcher
	Self Targeting, Rapid Fire
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Vishnan Flechette Pod", -1 )
	+Tech Anim:						Tech_Harpoon
	+Tech Description:				XSTR( "This fighter subsystem seems to host self-propelled smart munitions.", -1 )
$end_multi_text
$Turret Name: Flechette Launcher
$Model File:						blip.pof
$Mass:								1.0
$Velocity:							300.0
$Fire Wait:							0.1
$Damage:							10
$Damage Type: 						NormalWeapon
$Blast Force:						0.0
$Inner Radius:						0.0
$Outer Radius:						0.0
$Shockwave Speed:					0
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							7.0
$Energy Consumed:					0.5
$Cargo Size:						0.02
$Homing:							YES
	+Type:							HEAT
	+Turn Time:						0.9
	+View Cone:						360
	+Seeker Strength:			5
	+Target Lead Scaler:			1
$LaunchSnd:							91
$ImpactSnd:							MV_Missile
$FlyBySnd:							-1
$Rearm Rate:						30.0
+Weapon Range:						2000
$Flags: 							( "player allowed" "no lifeleft penalty" )
$Trail:
	+Start Width:	0.2
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		3.0
	+Bitmap:		missiletrail03
$Icon:								iconCrossbow
$Anim:								cross
$Impact Explosion: 					ExpMissileHit1
$Impact Explosion Radius: 			5.15
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			2.07
$Piercing Impact Velocity: 			20
$Piercing Impact Splash Velocity: 	-5
$Piercing Impact Variance: 			0.1
$Piercing Impact Particles: 		5
$FOF:				10
$Thruster Flame Effect:				missilethruster03
$Thruster Glow Effect:				missileglow03


$Name:		Vishnan Megabomb
	+Title:							XSTR( "Vishnan Bomb", -1 )
	+Description:					XSTR("
	Matter Superposition Warhead
	Bomb
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Vishnan Bomb", -1 )
	+Tech Anim:						Tech_Helios
	+Tech Description:				XSTR( "Vishnan bombers were observed to deploy these warheads against Shivan capital ships during the 14th Battlegroup's transit through an alternate reality. Blast spectral analysis suggests that these weapons fuse ingots of uranium by precise internal subspace movement, creating a Pauli exclusion blast. They are more than twice as powerful as our own Cyclops torpedoes.", -1 )
$end_multi_text
$Turret Name: Bomb Launcher
$Model File:						Vishnan_Bomb.pof
$POF target LOD:					0
$Mass:								35.0
$Velocity:							50.0
$Fire Wait:							30.0
$Damage:							4100
$Damage Type: 						HugeWeapon
$Blast Force:						2000.0
$Inner Radius:						100.0
$Outer Radius:						450.0
$Shockwave Speed:					100
$Shockwave Name:					Sphere_DET_PUR
$Armor Factor:						1.0
$Shield Factor:						0.2
$Subsystem Factor:					1.0
$Lifetime:							30.0
$Energy Consumed:					0.0
$Cargo Size:						35.0
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				1.5
	+Min Lock Time:			7.0
	+Lock Pixels/Sec:		25
	+Catch-up Pixels/Sec:	0
	+Catch-up Penalty:		15
	+Seeker Strength:		20
$LaunchSnd:							97
$ImpactSnd:							88
$FlyBySnd:							-1
$Rearm Rate:						0.02
+Weapon Range:						1500
$Flags: 							( "Bomb" "Huge" "No Dumbfire" "player allowed" "particle spew" )
$Trail:
	+Start Width:	3.0
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4.0
	+Bitmap:		missiletrail03
$Icon:								iconHelios
$Anim:								Helios
$Impact Explosion: 					Flash_Flare_PUR
$Impact Explosion Radius: 			150
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			27.0
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	1.5
	+Life:		0.1
	+Scale:		0.0
	+Bitmap:	missilespew03
$Thruster Flame Effect:				missilethruster03
$Thruster Glow Effect:				missileglow03


$Name:		Vishnan Ultrabomb
	+Title:							XSTR( "Vishnan Ultrabomb", -1 )
	+Description:					XSTR("
	Relativistic Attack via Subspace
	Bomb
	", -1 )
+Tech Description:					XSTR( "This weapon appears to be a special-issue device for Vishnan forces, but with limited knowledge of Vishnan logistics and manufacturing, we cannot be sure. It is possible that the Ultrabomb is deployed as part of a proportionate response heuristic. The Vishnan Ultrabomb appears to be linked to Vishnan Sacred Keepers. The warhead itself carries a subspace portal device. Upon impact with the target, scans suggest that the portal connects to a nearby Keeper and transfers a relativistic Pauli explosive from the interior of the Keeper directly into the target's hull. Kinetic impact and blast force produce damage that far outstrips our most sophisticated antimatter warheads.", -1 )
$end_multi_text
$Turret Name: Bomb Launcher
$Model File:						Vishnan_Bomb.pof
$POF target LOD:					0
$Mass:								35.0
$Velocity:							55.0
$Fire Wait:							30.0
$Damage:							12000
$Damage Type: 						HugeWeapon
$Blast Force:						2000.0
$Inner Radius:						100.0
$Outer Radius:						450.0
$Shockwave Speed:					75
$Shockwave Name:					Sphere_DET_PUR
$Armor Factor:						3.5
$Shield Factor:						0.02
$Subsystem Factor:					2.0
$Lifetime:							40.0
$Energy Consumed:					0.0
$Cargo Size:						55.0
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				1.5
	+Min Lock Time:			7.0
	+Lock Pixels/Sec:		25
	+Catch-up Pixels/Sec:	0
	+Catch-up Penalty:		15
	+Seeker Strength:		20
$LaunchSnd:							98
$ImpactSnd: 						88
$FlyBySnd:							-1
$Rearm Rate:						0.02
+Weapon Range:						2200
$Flags: 							( "Bomb" "Huge" "No Dumbfire" "player allowed" "particle spew" )
$Trail:
	+Start Width:	3.0
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4.0
	+Bitmap:		missiletrail03
$Icon:								iconHelios
$Anim:								Helios
$Impact Explosion: 					Flash_Flare_PUR
$Impact Explosion Radius: 			300
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			27.0
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	1.5
	+Life:		0.1
	+Scale:		0.0
	+Bitmap:	missilespew03
$Thruster Flame Effect:				missilethruster03
$Thruster Glow Effect:				missileglow03


$Name:		@Fusion Mortar
+nocreate
	+Tech Title:			XSTR( "Fusion Mortar System", -1 )
	+Tech Description:		XSTR( "Direct-fire missile launchers firing low-yield fusion torpedoes from thousand-round revolver magazines mounted on some GTVA warships. While these weapon systems have high maintenance requirements, they can provide firepower equivalent to a light beam system with only moderate strain on a ship's power and cooling systems. The Fenris and Leviathan cruisers, as well as the Hatshepsut destroyer, are the most notable warships mounting these.", -1 )
$end_multi_text
$Turret Name: Fusion Mortar
$Damage Type: 						HugeWeapon

$Name:		Vasudan Flux Cannon
+nocreate
$Turret Name: Flux Cannon
$Damage Type: 						HugeWeapon

$Name:		Shivan Cluster
+nocreate
	+Tech Title:			XSTR( "Shivan Cluster Missile", -1 )
	+Tech Description:		XSTR( "Shivan warships and bombers deploy cluster weapons in self defense. Launching multiple heat-seeking submunitions, these weapons appear similar to our own Piranha warheads. The warhead bus produces a shockwave that can be hazardous to nearby craft. The Nahema bomber in particular appears to employ these weapons extensively.", -1 )
$end_multi_text
$Turret Name: Cluster Missile
$Damage Type: 						SpawnWeapon
$Shockwave Name:								Sphere_burst_red_1

$Name:		FighterKiller
+nocreate
	+Tech Title:			XSTR( "SGFIM-I", -1 )
	+Tech Description:		XSTR( "The Standard Guided Fighter Intercept Missile is a light warship defensive option with minimal cost in heat or power output. 250-round munitions cells grant the SIM excellent endurance, and its munitions can engage targets out to 950 meters. Fire rate is limited to one missile per eight seconds due to ammunition feed issues.", -1 )
$end_multi_text
$Turret Name: Guided Missile
$Damage Type: 						NormalWeapon

$Name:		Swarmer
+nocreate
$Turret Name: Swarm Missile
$Damage Type: 						NormalWeapon


$Name:		Cluster Baby
+nocreate
$Damage Type: 						SpawnWeapon


$Name:		Cluster Baby Weak
+nocreate
$Damage Type: 						SpawnWeapon


$Name:		Cluster Bomb Baby
;This is the Infyrno's Cluster Bomb Baby
+nocreate
$Damage Type: 						SpawnWeapon


$Name:		Rockeye#Shivan
+nocreate
$Turret Name: Heat Seeker
$Damage Type: 						NormalWeapon
$Cargo Size:							2


$Name:		MX-64#Shivan
+nocreate
$Turret Name: Heat Seeker
$Damage Type: 						NormalWeapon



$Name:		Tempest#Shivan
+nocreate
$Turret Name: Dumbfire Missile
$Damage Type: 						NormalWeapon



$Name:		Hornet#Shivan
+nocreate
$Turret Name: Swarm Missile
$Damage Type: 						NormalWeapon



$Name:		Hornet#Weak#Shivan
+nocreate
$Turret Name: Swarm Missile
$Damage Type: 						NormalWeapon



$Name:		Tornado#Shivan
+nocreate
$Turret Name: Swarm Missile
$Damage Type: 						NormalWeapon



$Name:		Harpoon#Shivan
+nocreate
$Turret Name: Guided Missile
$Damage Type: 						NormalWeapon



$Name:		Harpoon#Weak#Shivan
+nocreate
$Turret Name: Guided Missile
$Damage Type: 						NormalWeapon



$Name:		Trebuchet#Shivan
+nocreate
$Turret Name: LRM Turret
$Damage Type: 						NormalWeapon

$Name:		EMP Adv.#Shivan
+nocreate
$Turret Name: EMP Launcher
$Damage Type: 						NormalWeapon
$Shockwave Name:					sphere_det_tel
+Weapon Min Range:					300
$Impact Explosion: 					exp_missile_emp


$Name:		Piranha#Shivan
+nocreate
$Turret Name: Cluster Missile
$Damage Type: 						SpawnWeapon
$Shockwave Name:					Sphere_burst_red_1
+Weapon Min Range:						150

$Name:		Shivan Disruptor
+nocreate
$Turret Name: Disruptor Turret
$Damage Type: 						PunctureWeapon


$Name:		Shivan Area Bomb
+nocreate
$Turret Name: Cluster Bomb
$Velocity:								165.0
$Damage Type: 						SpawnWeapon
$Arm Distance:						100
+Weapon Range:						1155
+Weapon Min Range:					100
$Flags:	( "require exact los" )
$Name:		Shivan Area Bomb D
+nocreate
$Turret Name: Cluster Bomb
$Damage Type: 						SpawnWeapon
$Arm Distance:						100
+Weapon Range:						1155
+Weapon Min Range:					100
$Flags:	( "require exact los" )


$Name:			Shivan Bomb
+nocreate
$Damage Type: 						HugeWeapon
$Homing:						YES
	+Seeker Strength: 10

$Name:			Shivan Bomb#Short
+nocreate
$Damage Type: 						HugeWeapon
$Homing:						YES
	+Seeker Strength: 10

$Name:			Shivan Weak Bomb
+nocreate
$Damage Type: 						HugeWeapon
$Homing:						YES
	+Seeker Strength: 10

$Name:			Shivan Megabomb
+nocreate
$Damage Type: 						HugeWeapon
$Homing:						YES
	+Seeker Strength: 10

$Name:		FighterKiller#Shivan
+nocreate
$Turret Name: Guided Missile
$Damage Type: 						NormalWeapon



$Name:		Swarmer#Shivan
+nocreate
$Turret Name: Guided Missile
$Damage Type: 						NormalWeapon


$Name:		MX-52#Shivan
+nocreate
$Turret Name: Guided Missile
$Damage Type: 						NormalWeapon


$Name:		S_Cluster Baby
+nocreate
$Damage Type: 						SpawnWeapon


$Name:		S_Cluster Baby Weak
+nocreate
$Damage Type: 						SpawnWeapon


$Name:		S_Cluster Bomb Baby
+nocreate
$Damage Type: 						SpawnWeapon


$Name:		Eos
	+Tech Title:					XSTR( "Eos Torpedo", -1 )
	+Tech Description:				XSTR( "The Eos torpedo is a nuclear weapon carried in large numbers by Erebus- and Titan-class destroyers. One of a number of munitions that can be launched from the SARISSA-M multiple missile launcher, the Eos is a long-range weapon with about half the yield of bomber-delivered Cyclops warheads. Though its role in destroyer arsenals is supplementary to that of beams, it has a powered flight range of nearly 6000 meters and it can engage enemies at any angle. Torpedoes are expected to play an even greater role in GTVA tactical doctrine in years to come.", -1 )
$end_multi_text
$Turret Name: Torpedo Launcher
$Model File:						GTM_Eos.pof
$POF target LOD:					0
$Mass:								30.0
$Velocity:							170.0
$Fire Wait:							30.0
$Damage:							1000
$Damage Type: 						HugeWeapon
$Blast Force:						1000.0
$Inner Radius:						150.0
$Outer Radius:						300.0
$Shockwave Speed:					0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:					0.5
$Lifetime:							42.0
$Energy Consumed:					0.0
$Cargo Size:						2.0
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				1.0
	+View Cone:				360.0
	+Min Lock Time:			3.0
	+Lock Pixels/Sec:		40
	+Catch-up Pixels/Sec:	80
	+Catch-up Penalty:		10
	+Seeker Strength:		10
$Free Flight Time:					3.0
$LaunchSnd:							92
$ImpactSnd:							88
$FlyBySnd:							-1
$Rearm Rate:						1.0
+Weapon Range:						5950
$Flags: 							( "Huge" "bomb" "Big Ship" "same turret cooldown" "no lifeleft penalty" "particle spew" "cycle" )
$Trail:
	+Start Width:		.875                                      
	+End Width:			10.5                                       
	+Start Alpha:		1.0
	+End Alpha:			0.0
	+Max Life:			5.0
	+Bitmap:			Missiletrail106 
$Impact Explosion: 					bomb_flare
$Impact Explosion Radius: 			100
$Piercing Impact Explosion:			exp04
$Piercing Impact Radius:			11.76
$Piercing Impact Velocity:			25
$Piercing Impact Splash Velocity:	-25
$Piercing Impact Variance:			20000
$Piercing Impact Particles:			10
$Muzzleflash:				gausscannon_sanctus
$Corkscrew:
	+Num Fired:			1
	+Radius:			.5
	+Fire Delay:			0
	+Counter rotate:		1
	+Twist:				3
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	0.7
	+Life:		0.1
	+Scale:		0.0
	+Bitmap:	missilespew03
$Burst Shots: 						2
$Burst Delay: 						1000
$Burst Flags: 						( "fast firing" )
$Thruster Flame Effect:				missilethruster03
$Thruster Glow Effect:				missileglow03
$Thruster Glow Radius Factor:		2.0

$Name:		Eos#Command
	+Tech Title:					XSTR( "Eos Torpedo", -1 )
	+Tech Description:				XSTR( "The Eos torpedo is a nuclear weapon carried in large numbers by Erebus- and Titan-class destroyers. One of a number of munitions that can be launched from the SARISSA-M multiple missile launcher, the Eos is a long-range weapon with about half the yield of bomber-delivered Cyclops warheads. Though its role in destroyer arsenals is supplementary to that of beams, it has a powered flight range of nearly 6000 meters and it can engage enemies at any angle. Torpedoes are expected to play an even greater role in GTVA tactical doctrine in years to come.", -1 )
$end_multi_text
$Turret Name: Torpedo Battery
$Model File:						GTM_Eos.pof
$POF target LOD:					0
$Mass:								30.0
$Velocity:							270.0
$Fire Wait:							30.0
$Damage:							1000
$Damage Type: 						HugeWeapon
$Blast Force:						1000.0
$Inner Radius:						150.0
$Outer Radius:						300.0
$Shockwave Speed:					0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:					0.5
$Lifetime:							42.0
$Energy Consumed:					0.0
$Cargo Size:						2.0
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				1.0
	+View Cone:				360.0
	+Min Lock Time:			3.0
	+Lock Pixels/Sec:		40
	+Catch-up Pixels/Sec:	80
	+Catch-up Penalty:		10
	+Seeker Strength: 10
$Free Flight Time:					3.0
$LaunchSnd:							92
$ImpactSnd:							88
$FlyBySnd:							-1
$Rearm Rate:						1.0
+Weapon Range:						9950
$Flags: 							( "Huge" "bomb" "Big Ship" "same turret cooldown" "no lifeleft penalty" "particle spew" "cycle" )
$Trail:
	+Start Width:		.875                                      
	+End Width:			10.5                                       
	+Start Alpha:		1.0
	+End Alpha:			0.0
	+Max Life:			5.0
	+Bitmap:			Missiletrail106
$Impact Explosion: 					bomb_flare
$Impact Explosion Radius: 			100
$Piercing Impact Explosion:			exp04
$Piercing Impact Radius:			11.76
$Piercing Impact Velocity:			25
$Piercing Impact Splash Velocity:	-25
$Piercing Impact Variance:			20000
$Piercing Impact Particles:			10
$Muzzleflash:				gausscannon_sanctus
$Corkscrew:
	+Num Fired:			1
	+Radius:			.5
	+Fire Delay:			0
	+Counter rotate:		1
	+Twist:				3
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	0.7
	+Life:		0.1
	+Scale:		0.0
	+Bitmap:	missilespew03
$Burst Shots: 						2
$Burst Delay: 						1000
$Burst Flags: 						( "fast firing" )
$Thruster Flame Effect:				missilethruster03
$Thruster Glow Effect:				missileglow03
$Thruster Glow Radius Factor:		2.0


$Name:		Supernova
	+Tech Title:					XSTR( "Supernova Torpedo", -1 )
	+Tech Description:				XSTR( "The Supernova torpedo was developed by the Hideki Research Institute in cooperation with Subach-Innes, under massive pressure from the GTVA Admiralty to produce a tactical application of meson warhead technology. More compact than the Helios bomb, and nearly as powerful, the Supernova is commonly mounted on Erebus- and Titan-class destroyers, where it allows the warship to engage targets at long range while in a stern chase or while supporting fightercraft. Though vulnerable to interception and incapable of the raw damage output of a beam weapon, the Supernova allows modern warships full spherical engagement capability with a powerful weapon capable of nullifying any target - given sufficient time and assuming hostile point defense are neutralized. ", -1 )
$end_multi_text
$Turret Name: Torpedo Launcher
$Model File:						GTM_Supernova.pof
$POF target LOD:					0
$Mass:								40
$Velocity:							200.0
$Fire Wait:							30.0
$Damage:							5000
$Damage Type: 						HugeWeapon
$Blast Force:						2000.0
$Inner Radius:						200.0
$Outer Radius:						400.0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:					0.5
$Lifetime:							48.0
$Energy Consumed:					0.0
$Cargo Size:						25.0
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				2.0
	+View Cone:				360.0
	+Min Lock Time:			3.0
	+Lock Pixels/Sec:		40
	+Catch-up Pixels/Sec:	80
	+Catch-up Penalty:		10
	+Seeker Strength: 10
$Free Flight Time:					3.5
$LaunchSnd:							92
$ImpactSnd: 						88
$FlyBySnd:							-1
$Rearm Rate:						0.05
+Weapon Range:						6000
$Flags: 							( "Bomb" "Huge" "Big Ship" "same turret cooldown" "no lifeleft penalty" "particle spew" )
$Trail:
	+Start Width:		1                                      
	+End Width:			10.5                                       
	+Start Alpha:		1.0
	+End Alpha:			0.0
	+Max Life:			7.0
	+Bitmap:			Missiletrail106
$Impact Explosion: 					exp_nuke
$Impact Explosion Radius: 			250
$Piercing Impact Explosion:			exp04
$Piercing Impact Radius:			19.66
$Piercing Impact Velocity:			25
$Piercing Impact Splash Velocity:	-25
$Piercing Impact Variance:			20000
$Piercing Impact Particles:			10
$Muzzleflash:				gausscannon_karuna
$Corkscrew:
	+Num Fired:			1
	+Radius:			1
	+Fire Delay:			0
	+Counter rotate:		1
	+Twist:				3
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	0.7
	+Life:		0.1
	+Scale:		0.0
	+Bitmap:	missilespew03
$Burst Shots: 						2
$Burst Delay: 						1000
$Burst Flags: 						( "fast firing" )
$Thruster Flame Effect:		missilethruster03
$Thruster Glow Effect:		missileglow03
$Thruster Glow Radius Factor:		2.2


$Name:		Bifrost
	+Tech Title:					XSTR( "Bifrost Torpedo", -1 )
	+Tech Description:				XSTR( "Experimental next-generation warhead using an antimatter charge to pump a torpedo-mounted beam emitter.", -1 )
$end_multi_text
$Turret Name: Antimatter Torpedo
$Model File:						GTM_Supernova.pof
$POF target LOD:					0
$Mass:								40
$Velocity:							150.0
$Fire Wait:							6.0
$Damage:							100
$Damage Type: 						HugeWeapon
$Arm Time:						5
;$Detonation Range:					2000
$Detonation Radius:					999
$Blast Force:						500.0
$Inner Radius:						50.0
$Outer Radius:						150.0
$Shockwave Speed:					60
;$Shockwave Name:					shockwave01
$Dinky shockwave:
	+Blast Force: 		100
	+Inner Radius: 		7
	+Outer Radius: 		24
	+Shockwave Speed: 	2
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:					0.5
$Lifetime:							48.0
$Energy Consumed:					0.0
$Cargo Size:						25.0
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				2.0
	+View Cone:				360.0
	+Min Lock Time:			3.0
	+Lock Pixels/Sec:		40
	+Catch-up Pixels/Sec:	80
	+Catch-up Penalty:		10
	+Seeker Strength: 10
$Free Flight Time:					3.5
$LaunchSnd:							96
$ImpactSnd:							88
$FlyBySnd:							-1
$Rearm Rate:						0.05
+Weapon Range:						6000
$Flags: 							( "Bomb" "Huge" "same turret cooldown" "no lifeleft penalty" "particle spew" "Spawn BombBlue,1" "player allowed" "no dumbfire" "don't spawn if shot" "corkscrew" )
$Trail:
	+Start Width:	1.2
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		3.0
	+Bitmap:		missiletrail03
$Impact Explosion: 					ExpMissileHit1
$Impact Explosion Radius: 			0
$Piercing Impact Explosion:			exp04
$Piercing Impact Radius:			11.76
$Piercing Impact Velocity:			25
$Piercing Impact Splash Velocity:	-25
$Piercing Impact Variance:			20000
$Piercing Impact Particles:			10
$Muzzleflash:				gausscannon_karuna
$Corkscrew:
	+Num Fired: 1
	+Radius: 5.0
	+Twist: 1
$Spawn Angle:		0
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	0.6
	+Life:		0.1
	+Scale:		0.0
	+Bitmap:	missilespew03
$Thruster Flame Effect:		missilethruster03
$Thruster Glow Effect:		missileglow03


;=====>> BP2 WEAPONS <<=======
$Name:		Javelin
	+Title:							XSTR( "Javelin", -1 )
	+Description: 					XSTR("
	Anti-Fighter Missile
	Fast Aspect Lock
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Javelin", -1 )
	+Tech Anim:						none
+Tech Description:					XSTR( "The Kiribati-Sunder GES-1 Javelin follows in the Interceptor's footsteps, providing the UEF military with an anti-fighter missile with fast lock-on and adequate stopping power. Compared to the GTVA Harpoon, the Javelin has faster lock-on, but lower impact damage. ", -1 )
$end_multi_text
$Turret Name: Guided Missile
$tech model: 						UEM_JavelinP.pof
$Model File: 						UEM_JavelinM.pof
$External Model File: 				UEM_JavelinP.pof
$Mass:								15.0
$Velocity:							250.0
$Fire Wait:							2.0
$Damage:							80
$Damage Type: 						NormalWeapon
$Blast Force:						60.0
$Inner Radius:						20.0
$Outer Radius:						40.0
$Shockwave Speed:					0
$Armor Factor:						1.0
$Shield Factor:						0.8
$Subsystem Factor:					0.7
$Lifetime:							5.3
$Energy Consumed:					0.0
$Cargo Size:						2.5
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				1.0
	+Min Lock Time:			1.8
	+Lock Pixels/Sec:		80
	+Catch-up Pixels/Sec:	120
	+Catch-up Penalty:		30
$LaunchSnd:							91
$ImpactSnd:							MV_Missile
$FlyBySnd:							-1
$Rearm Rate:						2.0
+Weapon Range: 						1325
$Flags:								( "player allowed" "external model launcher" )
$Trail:
	+Start Width:	0.2
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		2.5
	+Bitmap:		missiletrail03
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius: 			8.2
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			4.1
$Piercing Impact Velocity: 			20
$Piercing Impact Splash Velocity: 	-5
$Piercing Impact Variance: 			0.1
$Piercing Impact Particles: 		5
$Thruster Flame Effect:				missilethruster03
$Thruster Glow Effect:				missileglow03

$Name: 		Dart
	+Title: 						XSTR( "Dart", -1 )
	+Description: 					XSTR("
	Heat-seeking Swarm Missile
	Dogfight Weapon
	", -1 )
$end_multi_text
	+Tech Title: 					XSTR( "Dart", -1 )
	+Tech Anim: 					none
	+Tech Description: 				XSTR( "The Oxys-Ultor GES-3 Dart is a small heat-seeking swarm missile fired in salvos of six missiles. Many pilots favor the Dart over the Javelin due to its instantaneous lock time and the sheer number of missiles fired per volley.", -1 )
$end_multi_text
$Turret Name: Swarm Missile
$tech model:						UEM_DartP.pof
$Model File:						UEM_DartM.pof
$External Model File: 				UEM_DartP.pof
$Light color:						(255, 176, 120)
$Mass:								5.0
$Velocity:							260.0
$Fire Wait:							1.5
$Damage:							15
$Damage Type: 						NormalWeapon
$Blast Force:						5.0
$Inner Radius:						10.0
$Outer Radius:						20.0
$Shockwave Speed:					0.0
$Armor Factor:						1.0
$Shield Factor:						0.8
$Subsystem Factor:					0.8
$Lifetime:							5.5
$Energy Consumed:					0.0
$Cargo Size:						0.5
$Homing:							YES
	+Type:							HEAT
	+Turn Time:						0.7
	+View Cone:						180.0
	+Seeker Strength: 				3
	+Target Lead Scaler:			1
$LaunchSnd:							87
$ImpactSnd:							MV_Missile
$FlyBySnd:							-1
$Rearm Rate:						4.0
+Weapon Range: 						1430
$Flags:								( "player allowed" "corkscrew" "external model launcher"   )
$Trail:
	+Start Width:	0.2
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		1.0
	+Bitmap:		missiletrail02
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius: 			10.24
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			5.12
$Piercing Impact Velocity: 			20
$Piercing Impact Splash Velocity: 	-5
$Piercing Impact Variance: 			0.1
$Piercing Impact Particles: 		5
$Corkscrew:
	+Num Fired: 		6
	+Radius: 			5
	+Fire Delay: 		0
	+Counter rotate: 	1
	+Twist: 			5
$Thruster Flame Effect:				missilethruster02
$Thruster Glow Effect:				missileglow02

$Name:		Dirk
	+Title:							XSTR( "Dirk", -1 )
	+Description: 					XSTR("
	Heavy Swarm Missile
	Aspect Seeking
	Long Range, Limited Tracking
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Dirk", -1 )
	+Tech Anim:						none
	+Tech Description:				XSTR( "The Mulberry GES-2 swarm missile is primarily used against bombers and slower heavy fighters. Its tracking abilities are limited but its range and yield are excellent, making it a strong choice for head-to-head engagements. High cost-per-kill ratio make the Dirk a distasteful commodity for logistics officers. Some pilots note that the Dirk's seeker head, based on surplus quorum-sensing neural nets, is a bad shot but almost immune in countermeasures.", -1 )
$end_multi_text
$Turret Name: Swarm Missile
$tech model:						UEM_DirkP.pof
$Model File:						UEM_DirkM.pof
$External Model File:				UEM_DirkP.pof
$Mass:								13.0
$Velocity:							190.0
$Fire Wait:							2.5
$Damage:							60
$Damage Type: 						NormalWeapon
$Blast Force:						10.0
$Inner Radius:						10.0
$Outer Radius:						20.0
$Shockwave Speed:					0
$Armor Factor:						1.0
$Shield Factor:						0.8
$Subsystem Factor:					0.7
$Lifetime:							9.4
$Energy Consumed:					0.0
$Cargo Size:						0.6
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				1.8
	+Min Lock Time:			1.8
	+Lock Pixels/Sec:		80
	+Catch-up Pixels/Sec:	120
	+Catch-up Penalty:		30
	+Seeker Strength:	10
$LaunchSnd:							98
$ImpactSnd:							MV_Missile
$FlyBySnd:							-1
$Rearm Rate:						2.0
+Weapon Range: 						1786
$Flags:								( "player allowed" "Bomber+" "corkscrew" "external model launcher" )
$Trail:
	+Start Width:	0.3
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		2.1
	+Bitmap:		missiletrail05
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius: 			8.0
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			4.0
$Piercing Impact Velocity: 			20
$Piercing Impact Splash Velocity: 	-5
$Piercing Impact Variance: 			0.1
$Piercing Impact Particles: 		5
$Corkscrew:
	+Num Fired: 		4
	+Radius: 			2
	+Fire Delay: 		25
	+Counter rotate: 	1
	+Twist: 			2
$Thruster Flame Effect:				missilethruster05
$Thruster Glow Effect:				missileglow05


$Name:		Slammer
	+Title:							XSTR( "Slammer", -1 )
	+Description: 					XSTR("
	Area Suppression Missile
	Spawns 25 Submunitions
	Long Range, Remote Detonation
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Slammer", -1 )
	+Tech Anim:						none
	+Tech Description:				XSTR( "The Kiribati-Sunder GES-10 Slammer is the Federation's counterpart to the Infyrno and Piranha cluster weapons. Major differences include the addition of an aspect seeker, a remote trigger and multiple limited guidance cluster warheads that are fired at a 10 degree angle, producing a shotgun effect. The warheads themselves detonate about 3 seconds after separation. Slammers excel at offensive deployment against large groups of fighters, and they are devastating against bombers. Of all the Federation's fighter-based weapons, GTVA pilots fear Slammers the most, and unlike their Piranha and Infyrno counteparts, Slammers enjoy considerable popularity amongst pilots. Uriel gunships can carry twelve Slammers into battle for heavy fighter and bomber suppression, turning dogfights into gruesome, industrial slaughterhouses.", -1 )
$end_multi_text
$Turret Name: Cluster Missile
$Tech Model:						UEM_SlammerP.pof
$Model File:						UEM_SlammerM.pof
$External Model File:				UEM_SlammerP.pof
$Mass:								20.0
$Velocity:							250.0
$Fire Wait:							4.0
$Damage:							20
$Damage Type: 						SpawnWeapon
$Detonation Radius:					150
$Blast Force:						5.0
$Inner Radius:						20.0
$Outer Radius:						25.0
$Shockwave Speed:					0.0
$Armor Factor:						1.0
$Shield Factor:						0.75
$Subsystem Factor:					1.0
$Lifetime:							10.0
$Energy Consumed:					0.0
$Cargo Size:						10.0
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				3.0
	+Min Lock Time:			3.5
	+Lock Pixels/Sec:		70
	+Catch-up Pixels/Sec:	120
	+Catch-up Penalty:		15
$LaunchSnd:							93
$ImpactSnd:							MV_Clusterboom
$FlyBySnd:							-1
$Rearm Rate: 						0.2
+Weapon Range: 						2500
+Weapon Min Range:					400
$Flags:								( "player allowed" "Spawn ClusterSLAM, 25" "Remote Detonate" "external model launcher")
$Trail:
	+Start Width:	0.3
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		2.5
	+Bitmap:		missiletrail04
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius: 			11.2
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			5.6
$Piercing Impact Velocity: 			20
$Piercing Impact Splash Velocity: 	-5
$Piercing Impact Variance: 			0.1
$Piercing Impact Particles: 		5
$spawn Angle:						10
$Thruster Flame Effect:				missilethruster04
$Thruster Glow Effect:				missileglow04


$Name:		ClusterSLAM
$Model File:						UEM_SlammerC.pof
$Mass:								1.2
$Velocity:							300.0
$Fire Wait:							0.5
$Damage:							50
$Damage Type: 						SpawnWeapon
$Blast Force:						120.0
$Inner Radius:						40.0
$Outer Radius:						80.0
$Shockwave Speed:					0
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					0.25
$Lifetime:							2.5
$Energy Consumed:					0.0
$Cargo Size:						2.0
$Homing:							YES
	+Type:		HEAT
	+Turn Time:	1.0
	+View Cone:	180.0
$Homing Auto-Target Method:	CLOSEST
$LaunchSnd:							-1
$ImpactSnd:							117
$FlyBySnd:							-1
$Rearm Rate:						1.0
$Flags:								( "child" "untargeted heat seeker"    )
$Trail:
	+Start Width:	0.18
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		1.9
	+Bitmap:		missiletrail05
$Impact Explosion:					exp20
$Impact Explosion Radius: 			11.24
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			5.62
$Piercing Impact Velocity: 			20
$Piercing Impact Splash Velocity: 	-5
$Piercing Impact Variance: 			0.1
$Piercing Impact Particles: 		5
$spawn angle:						10
$Thruster Flame Effect:				missilethruster05
$Thruster Glow Effect:				missileglow05


$Name:		Paveway
	+Title:							XSTR( "Paveway", -1 )
	+Description: 					XSTR("
	Anti-subsystem Missile
	Massive Precision Damage
	Stealth Coating
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Paveway", -1 )
	+Tech Anim:						none
	+Tech Description:				XSTR( "The Stormrider GES-6 Paveway is a standard-issue anti-subsystem missile. With a range of almost 4 kilometers, it can be fired safely outside of the reach of enemy point-defense fire. A low-signature engine limits the Paveway's velocity, but in concert with absorbent coating and stealth topology also provides the warhead's most decisive advantage - it cannot be detected or engaged by most extant point defense systems until it is very close to the target. Manufacture of Paveway missiles has increased by 400% since the beginning of the war, as they are the weapons of choice in eliminating the biggest threat GTVA warships possess - beam weapons.", -1 )
$end_multi_text
$Turret Name: Disruptor Missile
$tech model:						UEM_PavewayP.pof
$Model File:						UEM_PavewayM.pof
$External Model File:				UEM_PavewayP.pof
$Mass:								15.0
$Velocity:							150.0
$Fire Wait:							4.0
$Damage:							1000
$Damage Type: 						PunctureWeapon
$Detonation Radius:					1500
$Blast Force:						100.0
$Inner Radius:						30.0
$Outer Radius:						60.0
$Shockwave Speed:					0
$Armor Factor:						0.01
$Shield Factor:						0.0
$Subsystem Factor:					2.0
$Lifetime:							25.0
$Energy Consumed:					0.0
$Cargo Size:						6.66
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				3.5
	+Min Lock Time:			3.8
	+Lock Pixels/Sec:		60
	+Catch-up Pixels/Sec:	80
	+Catch-up Penalty:		25
	+Seeker Strength: 10
$LaunchSnd:							95
$ImpactSnd:							MV_Missile
$FlyBySnd:							-1
$Rearm Rate:						1.2
+Weapon Range: 						3750
$Flags:								( "Huge" "Puncture" "player allowed" "spawn Paveway#visible, 1" "inherit parent target" )
$Trail:
	+Start Width:	0.2
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		1.5
	+Bitmap: 		missiletrail03
$Impact Explosion:					expmissilehit1
$Impact Explosion Radius: 			11.8
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			5.9
$Piercing Impact Velocity: 			20
$Piercing Impact Splash Velocity: 	-5
$Piercing Impact Variance: 			0.1
$Piercing Impact Particles: 		5
$spawn Angle:					0
$Thruster Flame Effect:				missilethruster03
$Thruster Glow Effect:				missileglow03


$Name:		Paveway#visible
	+Title:							XSTR( "Paveway", -1 )
	+Description: 					XSTR("
	Anti-subsystem Missile
	Massive Precision Damage
	Stealth Coating
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Paveway", -1 )
	+Tech Anim:						none
	+Tech Description:				XSTR( "The Stormrider GES-6 Paveway is a standard-issue anti-subsystem missile. With a range of almost 4 kilometers, it can be fired safely outside of the reach of enemy point-defense fire. A low-signature engine limits the Paveway's velocity, but in concert with absorbent coating and stealth topology also provides the warhead's most decisive advantage - it cannot be detected or engaged by most extant point defense systems. Manufacture of Paveway missiles has increased by 400% since the beginning of the war, as they are the weapons of choice in eliminating the biggest threat GTVA warships possess - beam weapons.", -1 )
$end_multi_text
$Turret Name: Disruptor Missile
$tech model:						UEM_PavewayP.pof
$Model File:						UEM_PavewayM.pof
$External Model File:				UEM_PavewayP.pof
$Mass:								15.0
$Velocity:							300.0
$Fire Wait:							4.0
$Damage:							1000
$Damage Type: 						PunctureWeapon
$Blast Force:						100.0
$Inner Radius:						30.0
$Outer Radius:						60.0
$Shockwave Speed:					0
$Armor Factor:						0.01
$Shield Factor:						0.0
$Subsystem Factor:					2.0
$Lifetime:							25.0
$Energy Consumed:					0.0
$Cargo Size:						6.66
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				3.5
	+Min Lock Time:			3.8
	+Lock Pixels/Sec:		60
	+Catch-up Pixels/Sec:	80
	+Catch-up Penalty:		25
	+Seeker Strength: 20
$LaunchSnd:							-1
$ImpactSnd:							MV_Disruptor_Missile
$FlyBySnd:							-1
$Rearm Rate:						1.2
+Weapon Range: 						3750
$Flags:								( "Huge" "Puncture" "bomb" "inherit parent target" "child" "particle spew" )
$Trail:
	+Start Width:	0.2
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		1.5
	+Bitmap: 		missiletrail03
$Impact Explosion:					expmissilehit1
$Impact Explosion Radius: 			11.8
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			5.9
$Piercing Impact Velocity: 			20
$Piercing Impact Splash Velocity: 	-5
$Piercing Impact Variance: 			0.1
$Piercing Impact Particles: 		5
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	0.2
	+Life:		0.1
	+Scale:		0.0
	+Bitmap:	missilespew02
$Thruster Flame Effect:				missilethruster03
$Thruster Glow Effect:				missileglow03




$Name: 		Hellfire
	+Title: 						XSTR( "Hellfire Missile", -1 )
	+Description: 					XSTR("
	Dumbfire Missile
	Knife Fight Weapon
	High Capacity
	", -1 )
$end_multi_text
	+Tech Title: 					XSTR( "Hellfire", -1 )
	+Tech Anim: 					none
	+Tech Description: 				XSTR( "Standard-issue, wide deployment, high rate-of-fire SES-O dumbfire missile with nuclear-yield explosive charge. Lethal against unshielded targets, but inflicts only reduced damage against shields. The Federation has an ample supply of Hellfires, and thus production of these missiles has been stopped in favor of Paveways and more advanced seeking missiles. First Fleet pilots swear by the Hellfire as a 'third gun', and some space superiority pilots arm their fighters' secondary banks with nothing but Hellfire packs.", -1 )
$end_multi_text
$Turret Name: Dumbfire Missile
$tech model:						UEM_HellfireP.pof
$Model File:						UEM_HellfireM.pof
$External Model File:				UEM_HellfireP.pof
$Mass: 								0.1
$Velocity: 							380.0
$Fire Wait: 						0.2
$Damage: 							30
$Damage Type: 						NormalWeapon
$Blast Force: 						0.2
$Inner Radius: 						10.0
$Outer Radius: 						20.0
$Shockwave Speed: 					0
$Armor Factor: 						1.0
$Shield Factor: 					0.5
$Subsystem Factor: 					0.5
$Lifetime: 							1.8
$Energy Consumed: 					0.0
$Cargo Size: 						0.25
$Homing: 							NO
$LaunchSnd: 						90
$ImpactSnd: 						MV_Missile
$FlyBySnd: 							-1
$Rearm Rate: 						12.0
+Weapon Range: 						684
$Flags: 							( "player allowed" "external model launcher")
$Trail:
	+Start Width:	0.08
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		3.8
	+Bitmap: 		missiletrail06
$Impact Explosion: 					ExpMissileHit1
$Impact Explosion Radius: 			8.96
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			4.48
$Piercing Impact Velocity: 			20
$Piercing Impact Splash Velocity: 	-5
$Piercing Impact Variance: 			0.1
$Piercing Impact Particles: 		5
$Thruster Flame Effect:		missilethruster06
$Thruster Glow Effect:		missileglow06


$Name:		Shrike
	+Title:							XSTR( "Shrike", -1 )
	+Description: 					XSTR("
	Massive EMP Missile
	Extreme Range
	Area Effect
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Shrike", -1 )
	+Tech Anim:						none
	+Tech Description:				XSTR( "The Shrike is an electronic warfare missile, designed to distrupt electronics on impact. The Shrike has formidable range and as such can be used to disrupt wings of enemy fighters prior to reaching close engagement range. It is also being considered for use as an anti-beam-weapon missile as GTVA turret shielding improves.", -1 )
$end_multi_text
$Turret Name: EMP Launcher
$Tech model:						UEM_ShrikeP.pof
$Model File:						UEM_ShrikeM.pof
$External Model File:				UEM_ShrikeP.pof
$Mass:								80.0
$Velocity:							350.0
$Fire Wait:							10.0
$Damage:							700
$Damage Type: 						NormalWeapon
$Blast Force:						200.0
$Inner Radius:						250.0
$Outer Radius:						500.0
$Shockwave Speed:					100
$Shockwave Name:					SPHERE_DET_TEL
$Armor Factor:						0.1
$Shield Factor:						4.0
$Subsystem Factor: 					4.0
$Lifetime:							20.0
$Energy Consumed:					0.0
$Cargo Size:						20.0
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				2.5
	+Min Lock Time:			2.0
	+Lock Pixels/Sec:		60
	+Catch-up Pixels/Sec:	100
	+Catch-up Penalty:		15
$LaunchSnd:							92
$ImpactSnd:							MV_EMP_Missile
$FlyBySnd:							-1
$Rearm Rate:						0.33
+Weapon Range: 						7000
+Weapon Min Range:					300

$Flags:								( "player allowed" "electronics" "esuck" "emp" )
$Trail:
	+Start Width:	0.26
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		3.5
	+Bitmap: 		missiletrail01
$Impact Explosion: 					exp_missile_emp
$Impact Explosion Radius: 			18.94
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			9.47
$Piercing Impact Velocity: 			20
$Piercing Impact Splash Velocity: 	-5
$Piercing Impact Variance: 			0.1
$Piercing Impact Particles: 		5
$EMP Intensity: 					700.0
$EMP Time: 							25.0
$Leech weapon:              		2000
$leech afterburner:         		2000
$Electronics:
	+New Style:
	+Lifetime:					5000
	+Engine Multiplier:			1
	+Weapon Multiplier:			1
	+Beam Turret Multiplier:	1
	+Sensors Multiplier:		1
	+Randomness Time:			3000
$Thruster Flame Effect:				missilethruster01
$Thruster Glow Effect:				missileglow01

$Name:		Grimler
	+Title:							XSTR( "Grimler", -1 )
	+Description: 					XSTR("
	Long Range Missile
	High Yield
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Grimler", -1 )
	+Tech Anim:						none
	+Tech Description:				XSTR( "The Mulberry GES-11 Grimler was developed to replace the aging Phoenix V. Improvements include higher velocity, greater manuverability and a larger payload. While range is lower than that of GTVA Trebuchet, its yield is higher. Eighteen months into the war, Grimler production is still critically low in spite of constant demand.", -1 )
$end_multi_text
$Turret Name: LRM Turret
$Tech model:						UEM_GrimlerP.pof
$Model File:						UEM_GrimlerM.pof
$External Model File:				UEM_GrimlerP.pof
$Mass:								20.0
$Velocity: 							300.0
$Fire Wait:							5.0
$Damage: 							415
$Damage Type: 						NormalWeapon
$Blast Force:						200.0
$Inner Radius:						30.0
$Outer Radius:						60.0
$Shockwave Speed:					0
$Armor Factor:						1.0
$Shield Factor:						0.5
$Subsystem Factor:					2.4
$Lifetime:							15.0
$Energy Consumed:					0.0
$Cargo Size:						10.0
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				2.3
	+Min Lock Time:			3.0
	+Lock Pixels/Sec:		60
	+Catch-up Pixels/Sec:	100
	+Catch-up Penalty:		15
$LaunchSnd:							92
$ImpactSnd:							MV_Missile
$FlyBySnd:							-1
$Rearm Rate:						0.33
+Weapon Range: 						4500
$Flags:								( "player allowed" "Bomber+" "Huge" )
$Trail:
	+Start Width:	0.26
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		3.0
	+Bitmap: 		missiletrail04
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius: 			9.1
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			4.55
$Piercing Impact Velocity: 			20
$Piercing Impact Splash Velocity: 	-5
$Piercing Impact Variance: 			0.1
$Piercing Impact Particles: 		10
$Spawn Angle:				0
$Thruster Flame Effect:				missilethruster04
$Thruster Glow Effect:				missileglow04


$Name:		Grimler#Child
	+Title:							XSTR( "Grimler", -1 )
	+Description: 					XSTR("
	Long Range Missile
	High Yield
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Grimler", -1 )
	+Tech Anim:						none
	+Tech Description:				XSTR( "The Mulberry GES-11 Grimler was developed to replace the aging Phoenix V. Improvements include higher velocity, greater manuverability and a larger payload. While range is lower than that of GTVA Trebuchet, its yield is higher. Eighteen months into the war, Grimler production is still critically low in spite of constant demand.", -1 )
$end_multi_text
$Tech model:						UEM_GrimlerP.pof
$Model File:						UEM_GrimlerM.pof
$External Model File:				UEM_GrimlerP.pof
$Mass:								20.0
$Velocity: 							300.0
$Fire Wait:							5.0
$Damage: 							415
$Damage Type: 						NormalWeapon
$Blast Force:						200.0
$Inner Radius:						30.0
$Outer Radius:						60.0
$Shockwave Speed:					0
$Armor Factor:						1.0
$Shield Factor:						0.5
$Subsystem Factor:					2.4
$Lifetime:							15.0
$Energy Consumed:					0.0
$Cargo Size:						10.0
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				2.3
	+Min Lock Time:			3.0
	+Lock Pixels/Sec:		60
	+Catch-up Pixels/Sec:	100
	+Catch-up Penalty:		15
$LaunchSnd:							-1
$ImpactSnd:							MV_Missile
$FlyBySnd:							-1
$Rearm Rate:						0.33
+Weapon Range: 						4500
$Flags:								( "player allowed" "Bomber+" "Huge" "inherit parent target" "child" )
$Trail:
	+Start Width:	0.26
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		3.0
	+Bitmap: 		missiletrail04
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius: 			9.1
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			4.55
$Piercing Impact Velocity: 			20
$Piercing Impact Splash Velocity: 	-5
$Piercing Impact Variance: 			0.1
$Piercing Impact Particles: 		10
$Spawn Angle:				0
$Thruster Flame Effect:				missilethruster04
$Thruster Glow Effect:				missileglow04


$Name:		Agile Grimler
	+Title:							XSTR( "Agile Grimler", -1 )
	+Description: 					XSTR("
	Long Range Missile
	High Yield
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Agile Grimler", -1 )
	+Tech Anim:						none
	+Tech Description:				XSTR( "First-stage high-agility booster. Assists Grimlers in the fire support role, acquiring targets designated by allied craft.", -1 )
$end_multi_text
$Turret Name: Long Range Missile
$Tech model:						UEM_GrimlerP.pof
$Model File:						UEM_GrimlerM.pof
$External Model File:				UEM_GrimlerP.pof
$Mass:								20.0
$Velocity: 							200.0
$Fire Wait:							5.0
$Damage: 							415
$Damage Type: 						NormalWeapon
$Blast Force:						200.0
$Inner Radius:						30.0
$Outer Radius:						60.0
$Shockwave Speed:					0
$Armor Factor:						1.0
$Shield Factor:						0.5
$Subsystem Factor:					2.4
$Lifetime:							2.0
$Energy Consumed:					0.0
$Cargo Size:						15.0
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				0.2
	+Min Lock Time:			3.0
	+Lock Pixels/Sec:		60
	+Catch-up Pixels/Sec:	100
	+Catch-up Penalty:		15
$LaunchSnd:							92
$ImpactSnd:							MV_Missile
$FlyBySnd:							-1
$Rearm Rate:						0.33
+Weapon Range: 						4500
$Flags:								( "Bomber+" "Spawn Grimler#Child,1" "particle spew"  "inherit parent target" )
$Trail:
	+Start Width:	0.26
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		3.0
	+Bitmap: 		missiletrail04
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius: 			9.1
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			4.55
$Piercing Impact Velocity: 			20
$Piercing Impact Splash Velocity: 	-5
$Piercing Impact Variance: 			0.1
$Piercing Impact Particles: 		10
$Spawn Angle:					0
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	0.2
	+Life:		0.1
	+Scale:		0.0
	+Bitmap:	missilespew02
$Thruster Flame Effect:				missilethruster04
$Thruster Glow Effect:				missileglow04


$Name:		Warhammer
	+Title:							XSTR( "Warhammer", -1 )
	+Description: 					XSTR("
	Swarm Bomb
	Saturation Weapon
	Low Yield
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Warhammer", -1 )
	+Tech Anim:						none
	+Tech Description:				XSTR( "Recognizing that the GTVA fighter corps had been drilled intensively in bomb-intercept missions, the UEF Navy commissioned the Oxys-Ultor GES-23 Warhammer Swarm Torpedo. Unlike traditional anti-capital ship bombs and torpedoes, the Warhammer employs a special delivery rack capable of firing these guided torpedoes in swarms of four. To protect pilots from the explosive blast of four to eight torpedoes, the torpedoes are equipped with sensors which activate the warheads only when they are within 250 meters of target. Warhammers are limited in their yield, but they are excellent tactical weapons, routinely deployed to saturate enemy point defenses. They are as much a distraction as an attack. Sanctus cruisers mount Warhammers on their ventral and dorsal torpedo stations in their wartime configuration.", -1 )
$end_multi_text
$Turret Name: Torpedo Launcher
$tech model:						UEM_WarhammerP.pof
$Model File:						UEM_WarhammerB.pof
$POF target LOD:					0
$External Model File:				UEM_WarhammerP.pof
$Mass:								20.0
$Velocity:							100.0
$Fire Wait:							7.5
$Damage:							500
$Damage Type: 						HugeWeapon
$Arm radius: 						250
$Shockwave Damage Type:				Shockwave
$Blast Force:						500.0
$Inner Radius: 						50.0
$Outer Radius:						100.0
$Shockwave Speed: 					50
;$Shockwave Name:					shockwave01
$Dinky shockwave:
	+Blast Force: 		50
	+Inner Radius: 		5
	+Outer Radius: 		15
	+Shockwave Speed:	0.0
$Armor Factor:						1.0
$Shield Factor:						0.2
$Subsystem Factor:					0.5
$Lifetime: 							25.0
$Energy Consumed: 					0.0
$Cargo Size:						2.5
$Homing:  							YES
	+Type: 					ASPECT
	+Turn Time: 			0.80
	+Min Lock Time:			1.0
	+Lock Pixels/Sec: 		25
	+Catch-up Pixels/Sec: 	10
	+Catch-up Penalty: 		15
	+Seeker Strength: 10
	+Target Lock Restriction: current target, any subsystem
	
$LaunchSnd:							92
$ImpactSnd:							88
$FlyBySnd:							-1
$Rearm Rate: 						12
+Weapon Range: 						2500
$Flags:								(  "Huge" "No Dumbfire" "player allowed" "bomb" "corkscrew" )
$Trail:
	+Start Width:	2.0
	+End Width:		4
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4.0
	+Bitmap: 		Missiletrail101
	+Faded out sections: 1
$Impact Explosion:					Flash_Flare_BLU
$Impact Explosion Radius:			50
$Dinky impact explosion: 			ExpMissileHit1
$Dinky impact explosion radius: 	7.76
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			3.88
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Corkscrew:
	+Num Fired: 4
	+Radius: 5.0
	+Twist: 1
$Thruster Flame Effect:				missilethruster01
$Thruster Glow Effect:				missileglow01

$Name: 		Jackhammer
	+Title:							XSTR( "Jackhammer", -1 )
	+Description: 					XSTR("
	Anti-Corvette Bomb
	Vulnerable to Interception
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Jackhammer", -1 )
	+Tech Anim:						none
	+Tech Description:				XSTR( "The Federation's Mercury-orbit antimatter manufacturing stations have been active for decades. The result is a formidable stockpile of antimatter for use in heavy anti-warship torpedoes. These weapons were designed before the beginning of the recent civil war, but never manufactured in bulk due to ethical concerns. The GES-21 Jackhammer is comparable to the GTVA's Cyclops warhead in terms of its intended tactical role, but it can be mounted even on Uriel gunships for organic anti-warship strikes.", -1 )
$end_multi_text
$Turret Name: Torpedo Launcher
$Tech Model:						UEM_JackHammerP.pof
$Model File:						UEM_JackHammerB.pof
$POF target LOD:					0
$External Model File:				UEM_JackHammerP.pof
$Light color:						(255, 176, 120)
$Mass:								35.0
$Velocity:							300.0
$Fire Wait:							5.0
$Damage:  							4000
$Damage Type: 						HugeWeapon
$Arm radius: 						250
$Shockwave Damage Type:				Shockwave
$Blast Force:						1000.0
$Inner Radius:						100.0
$Outer Radius:						200.0
$Shockwave Speed:					80
;$Shockwave Name:					shockwave01
$Dinky shockwave:
	+Blast Force: 		100
	+Inner Radius: 		7
	+Outer Radius: 		24
	+Shockwave Speed: 	0.0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:					0.85
$Lifetime:							20.0
$Energy Consumed:					0.0
$Cargo Size:						20.0
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				1.0
	+Min Lock Time:			4.0
	+Lock Pixels/Sec:		25
	+Catch-up Pixels/Sec:	0
	+Catch-up Penalty:		15
	+Seeker Strength: 10
$Acceleration Time: 5
$Free Flight Time: 2.0
$LaunchSnd:							96
$ImpactSnd:							88
$FlyBySnd:							-1
$Rearm Rate:						0.02
+Weapon Range: 						6000
$Flags:								( "bomb" "Huge" "No Dumbfire" "player allowed" "corkscrew" )
$Trail:
	+Start Width:	2
	+End Width:		8
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4
	+Bitmap: 		missiletrail101
	+Faded out sections: 1
$Impact Explosion:					Flash_Flare_BLU
$Impact Explosion Radius:			200
$Dinky impact explosion:			ExpMissileHit1
$Dinky impact explosion radius: 	22.52
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			11.26
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Corkscrew:
	+Num Fired: 1
	+Radius: 5.0
	+Twist: 1
$Thruster Flame Effect:				missilethruster02
$Thruster Glow Effect:				missileglow02


$Name: 		Jackhammer IIEC
	+Title:							XSTR( "Jackhammer Enhanced Capability", -1 )
	+Description: 					XSTR("
	Enhanced Anti-Corvette Weapon
	Launches Decoys
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Jackhammer Enhanced Capability", -1 )
	+Tech Anim:						none
	+Tech Description:				XSTR( "Enhanced Capability Jackhammer anti-corvette weapon, with a set of decoys for improved penetration against warship close defenses.", -1 )
$end_multi_text
$Turret Name: Bomb Launcher
$Tech Model:						UEM_JackHammerP.pof
$Model File:						UEM_JackHammerB.pof
$POF target LOD:					0
$External Model File:				UEM_JackHammerP.pof
$Light color:						(255, 176, 120)
$Mass:								35.0
$Velocity:							100.0
$Fire Wait:							20.0
$Damage:  							4000
$Damage Type: 						HugeWeapon
$Arm radius: 						250
$Detonation Range:					250
$Shockwave Damage Type:				Shockwave
$Blast Force:						0.0
$Inner Radius:						0.0
$Outer Radius:						0.0
$Shockwave Speed:					0
$Dinky shockwave:
	+Blast Force: 		0
	+Inner Radius: 		7
	+Outer Radius: 		24
	+Shockwave Speed: 	0.0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:					0.85
$Lifetime:							20.0
$Energy Consumed:					0.0
$Cargo Size:						20.0
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				1.0
	+Min Lock Time:			7.0
	+Lock Pixels/Sec:		25
	+Catch-up Pixels/Sec:	0
	+Catch-up Penalty:		15
	+Seeker Strength: 10
$LaunchSnd:							96
$ImpactSnd:							MV_Clusterboom
$FlyBySnd:							-1
$Rearm Rate:						0.02
+Weapon Range: 						2000
$Flags:								( "bomb" "Huge" "No Dumbfire" "player allowed" "particle spew" "Spawn Jackhammer, 1" "Spawn MIRVDecoy, 3")
$Trail:
	+Start Width:	2
	+End Width:		8
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4
	+Bitmap: 		missiletrail103
	+Faded out sections: 1
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius:			22.52
$Dinky impact explosion:			ExpMissileHit1
$Dinky impact explosion radius: 	22.52
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			11.26
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Spawn angle:		0
$Spawn angle: 		30
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	0.2
	+Life:		0.1
	+Scale:		0.0
	+Bitmap:	missilespew02
$Thruster Flame Effect:				missilethruster02
$Thruster Glow Effect:				missileglow02



$Name:		Sledgehammer
	+Title:							XSTR( "Sledgehammer", -1 )
	+Description: 					XSTR("
	Heavy Antimatter Bomb
	Anti-Destroyer Weapon
	Vulnerable to Intercept
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Sledgehammer", -1 )
	+Tech Anim:						none
	+Tech Description:				XSTR( "The Federation's Mercury-orbit antimatter manufacturing stations have been active for decades. The result is a formidable stockpile of antimatter for use in heavy anti-warship torpedoes. These weapons were designed before the beginning of the recent civil war, but never manufactured in bulk due to ethical concerns. The GES-22 Sledgehammer is comparable to the GTVA's Helios warhead. For the safety of the launch vehicle, its warhead is not activated until within 250 meters of target.", -1 )
$end_multi_text
$Turret Name: Torpedo Launcher
$Tech Model:						UEM_SledgeHammerAExt.pof
$Model File:						UEM_SledgeHammerA.pof
$POF target LOD:					0
$External Model File:				UEM_SledgeHammerAEXT.pof
$Mass:								30.0
$Velocity:							300.0
$Fire Wait:							5.0
$Damage:							7500
$Damage Type: 						HugeWeapon
$Arm radius: 						250
$Shockwave Damage Type:				Shockwave
$Blast Force:						1000.0
$Inner Radius:						100.0
$Outer Radius:						500.0
$Shockwave Speed:					100
;$Shockwave Name:					shockwave01
$Dinky shockwave:
	+Blast Force: 		150
	+Inner Radius: 		20
	+Outer Radius: 		40
	+Shockwave Speed: 	0.0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:					0.85
$Lifetime:						30
$Energy Consumed:					0.0
$Cargo Size:						20.0
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				1.5
	+Min Lock Time:			6.0
	+Lock Pixels/Sec:		75
	+Catch-up Pixels/Sec:	120
	+Catch-up Penalty:		15
	+Seeker Strength:		10
$Acceleration Time: 15
$Free Flight Time: 5.0
$LaunchSnd:							97
$ImpactSnd: 						88
$FlyBySnd:							-1
$Rearm Rate:						0.02
+Weapon Range:						5250
$Flags:								( "Bomb" "Huge" "No Dumbfire" "player allowed" "corkscrew" )
$Trail:
	+Start Width:	3
	+End Width:		8
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4
	+Bitmap: 		missiletrail103
	+Faded out sections: 2
$Impact Explosion:					Flash_Flare_BLU
$Impact Explosion Radius:			300
$Dinky impact explosion: 			ExpMissileHit1
$Dinky impact explosion radius: 	34.78
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			17.39
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Corkscrew:
	+Num Fired: 1
	+Radius: 2.5
	+Twist: 1
$Weapon Hitpoints: 500
$Thruster Flame Effect:				missilethruster06
$Thruster Glow Effect:				missileglow06


$Name:		Sledgehammer#child
	+Title:							XSTR( "Sledgehammer", -1 )
	+Description: 					XSTR("
	Bomb
	Velocity 100, Range 2500, ROF 40.0
	DPS 187.5 Armor, 18.8 Shield, 159.4 Subsystem
	BAS 20.0
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Sledgehammer", -1 )
	+Tech Anim:						none
	+Tech Description:				XSTR( "The Federation's Mercury-orbit antimatter manufacturing stations have been active for decades. The result is a formidable stockpile of antimatter for use in heavy anti-warship torpedoes. These weapons were designed before the beginning of the recent civil war, but never manufactured in bulk due to ethical concerns. The GES-22 Sledgehammer is comparable to the GTVA's Helios warhead. For the safety of the launch vehicle, its warhead is not activated until within 250 meters of target.", -1 )$end_multi_text
$Tech Model:						UEM_SledgeHammerP.pof
$Model File:						UEM_SledgeHammerB.pof
$POF target LOD:					0
$External Model File:				UEM_SledgeHammerP.pof
$Mass:								30.0
$Velocity:							150.0
$Fire Wait:							40.0
$Damage:							7500
$Damage Type: 						HugeWeapon
$Arm radius: 						350
$Shockwave Damage Type:				Shockwave
$Blast Force:						1000.0
$Inner Radius:						100.0
$Outer Radius:						200.0
$Shockwave Speed:					100
;$Shockwave Name:					shockwave01
$Dinky shockwave:
	+Blast Force: 		150
	+Inner Radius: 		20
	+Outer Radius: 		40
	+Shockwave Speed: 	0.0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:					0.85
$Lifetime:							30.0
$Energy Consumed:					0.0
$Cargo Size:						20.0
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				1.5
	+Min Lock Time:			9.0
	+Lock Pixels/Sec:		25
	+Catch-up Pixels/Sec:	0
	+Catch-up Penalty:		15
	+Seeker Strength:		100
$LaunchSnd:							-1
$ImpactSnd: 						88
$FlyBySnd:							-1
$Rearm Rate:						0.02
+Weapon Range:						5000
$Flags:								( "Bomb" "Huge" "No Dumbfire" "inherit parent target" "no radius doubling" "no subsystem homing" "corkscrew" "child" )
$Trail:
	+Start Width:	3
	+End Width:		8
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4
	+Bitmap: 		missiletrail103
	+Faded out sections: 2
$Impact Explosion:					Flash_Flare_BLU
$Impact Explosion Radius:			300
$Dinky impact explosion: 			ExpMissileHit1
$Dinky impact explosion radius: 	34.78
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			17.39
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Corkscrew:
	+Num Fired: 1
	+Radius: 4.5
	+Twist: 1
$Weapon Hitpoints:	250 
$Thruster Flame Effect:				missilethruster06
$Thruster Glow Effect:				missileglow06

$Name:		MIRVDecoy
	+Title:							XSTR( "Warhammer", -1 )
	+Description: 					XSTR("
	Swarm-bomb
	Velocity 100, Range 2500, ROF 10.0
	DPS 200 Armor, 40 Shield, 50 Subsystem
	BAS 2.5
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "MIRV Decoy", -1 )
	+Tech Anim:						none
	+Tech Description:				XSTR( "Decoy submunition spawned by the Enhanced Capability Sledgehammer.", -1 )
$end_multi_text
$tech model:						UEM_WarhammerP.pof
$Model File:						UEM_WarhammerD.pof
$POF target LOD:					0
$External Model File:				UEM_WarhammerP.pof
$Mass:								20.0
$Velocity:							155.0
$Fire Wait:							10.0
$Damage:							0
$Damage Type: 						HugeWeapon
$Arm radius: 						1
$Shockwave Damage Type:				Shockwave
$Blast Force:						0.0
$Inner Radius: 						0.0
$Outer Radius:						0.0
$Shockwave Speed: 					0
$Dinky shockwave:
	+Blast Force: 		0
	+Inner Radius: 		0
	+Outer Radius: 		0
	+Shockwave Speed:	0.0
$Armor Factor:						1.0
$Shield Factor:						0.2
$Subsystem Factor:					0.5
$Lifetime: 							50.0
$Energy Consumed: 					0.0
$Cargo Size:						2.5
$Homing:  							YES
	+Type: 					ASPECT
	+Turn Time: 			0.80
	+Min Lock Time:			4.0
	+Lock Pixels/Sec: 		25
	+Catch-up Pixels/Sec: 	10
	+Catch-up Penalty: 		15
	+Seeker Strength:		100
$Swarm: 							1
$LaunchSnd:							-1
$ImpactSnd:							MV_Missile
$FlyBySnd:							-1
$Rearm Rate: 						12
+Weapon Range: 						5000
$Flags:								(  "Huge" "No Dumbfire" "bomb" "inherit parent target" "no radius doubling" "no subsystem homing" "child" )
$Trail:
	+Start Width:	2
	+End Width:		8
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4
	+Bitmap: 		missiletrail101
	+Faded out sections: 1
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius:			7.76
$Dinky impact explosion: 			ExpMissileHit1
$Dinky impact explosion radius: 	7.76
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			3.88
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Thruster Flame Effect:				missilethruster01
$Thruster Glow Effect:				missileglow01




$Name:		Revelation 
	+Title:							XSTR( "Revelation", -1 )
	+Description: 					XSTR("
	Advanced MIRV Bomb
	High Yield, Multiple Decoys
	Anti-Destroyer Weapon
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Enhanced Sledgehammer", -1 )
	+Tech Anim:						none
	+Tech Description:				XSTR( "The Revelation is an endgame development of UEF torpedo technology, honed by the furious engines of Federation science and computation - even those of the dreaded Fedayeen. It features fighter-grade shielding systems and a suite of decoys to defeat warship close defense systems. The torpedo's aspect seeker leverages networked capabilities to analyze enemy active armor and ECM for maximum penetration, achieving unrivaled lock times.", -1 )
$end_multi_text
$Turret Name: Torpedo Launcher
$Tech Model:						UEM_SledgeHammerP.pof
$Model File:						UEM_SledgeHammerB.pof
$POF target LOD:					0
$External Model File:				UEM_SledgeHammerP.pof
$Mass:								30.0
$Velocity:							150.0
$Fire Wait:							5.0
$Damage:							0
$Damage Type: 						HugeWeapon
$Detonation Range: 						1200
$Shockwave Damage Type:				Shockwave
$Blast Force:						0.0
$Inner Radius:						0.0
$Outer Radius:						0.0
$Shockwave Speed:					0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:					0.85
$Lifetime:							60
$Energy Consumed:					0.0
$Cargo Size:						20.0
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				1.5
	+Min Lock Time:			5.0
	+Lock Pixels/Sec:		75
	+Catch-up Pixels/Sec:	120
	+Catch-up Penalty:		15
	+Seeker Strength:		100
$Free Flight Time: 5.0
$LaunchSnd:							97
$ImpactSnd:							88
$FlyBySnd:							-1
$Rearm Rate:						0.02
+Weapon Range:						5000
$Flags:								( "Bomb" "Huge" "No Dumbfire" "player allowed" "Spawn Sledgehammer#child, 1" "Spawn MIRVDecoy, 20" "no subsystem homing" "don't spawn if shot" "particle spew" )
$Trail:
	+Start Width:	4
	+End Width:		8
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4
	+Bitmap: 		missiletrail104
	+Faded out sections: 3
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius:			5.0
$Dinky impact explosion: 			ExpMissileHit1
$Dinky impact explosion radius: 	5.0
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			17.39
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$spawn Angle:					0
$spawn Angle:					45
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	0.5
	+Life:		0.1
	+Scale:		0.0
	+Bitmap:	missilespew06
$Weapon Hitpoints: 500
$Thruster Flame Effect:				missilethruster06
$Thruster Glow Effect:				missileglow06


$Name: 		Warhammer#Sanctus
$Turret Name: Torpedo Launcher
$Model File:						UEM_WarhammerB.pof
$POF target LOD:					0
$Light color:						(255, 176, 120)
$Mass:								20.0
$Velocity:							100.0
$Fire Wait:							20.0
$Damage:							200
$Damage Type: 						HugeWeapon
$Arm radius: 						250
$Shockwave Damage Type:				Shockwave
$Blast Force:    					500.0
$Inner Radius: 						50.0
$Outer Radius:						100.0
$Shockwave Speed: 					0
$Dinky shockwave:
	+Blast Force: 		50
	+Inner Radius: 		5
	+Outer Radius: 		15
	+Shockwave Speed: 	0.0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:					0.5
$Lifetime: 							48.0
$Energy Consumed: 					0.0
$Cargo Size:						2.5
$Homing:  							YES
	+Type: 					ASPECT
	+Turn Time:  			0.80
	+View Cone:				360.0
	+Min Lock Time:			4.0
	+Lock Pixels/Sec: 		25
	+Catch-up Pixels/Sec: 	10
	+Catch-up Penalty: 		15
	+Seeker Strength: 10
$Free Flight Time: 					1.0
$LaunchSnd:							326
$ImpactSnd:							mv_missile
$FlyBySnd:							-1
$Rearm Rate:						0.02
+Weapon Range: 						4000
$Flags:								(  "Huge" "Big Ship" "No Dumbfire" "bomb" "same turret cooldown" "no lifeleft penalty" "cycle" "corkscrew" )
$Trail:
	+Start Width:	5.0
	+End Width:		8.0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4
	+Bitmap: 		missiletrail101
	+Faded out sections: 1
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius:			7.76
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			3.88
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles:			10
$Muzzleflash: 						massdriver_sanctus
$Corkscrew:
	+Num Fired: 4
	+Radius: 5.0
	+Twist: 1
$Thruster Flame Effect:				missilethruster02
$Thruster Glow Effect:				missileglow02


$Name:		Apocalypse#Karuna
+Tech Description:					XSTR( "Like the Jackhammer and Sledgehammer, the GES-101 Apocalypse is an anti-ship torpedo empowered by the antimatter harvest of the Federation's Mercury-orbit stations. Enormous antimatter reserves have allowed the manufacture of tens of thousands of Apocalypse warheads. Unlike their fighter-borne cousins, the Apocalypse is warship-launched, and a proportionally greater component of its mass is devoted to range and speed as opposed to yield. Fired in salvoes of four, the Apocalypse gives Federation frigates and destroyers all-aspect, 360 by 360-degree engagement capability at excellent range. It would not be an exaggeration to suggest that the Apocalypse is the single greatest reason why the Federation fleet has not yet been shattered. GTVA warship commanders and fighter pilots have struggled to effectively screen their own ships from incoming Apocalypse flights, and although their yield is not astounding, they very effectively destroy subsystems and turrets. Larger versions of the Apocalypse torpedo with uprated engines are used by Narayana frigates as artillery weapons. They are also routinely carried on Solaris class Destroyers as main armament.", -1 )
$end_multi_text
$Turret Name: Torpedo Launcher
$Model File:						UEM_Apocalypse.pof
$POF target LOD:					0
$Light color:						(255, 176, 120)
$Mass:								30.0
$Velocity:							200.0
$Fire Wait:							20
$Damage:							500
$Damage Type: 						HugeWeapon
$Arm radius:						250
$Blast Force:						1000.0
$Inner Radius:						75.0
$Outer Radius:						150.0
$Shockwave Speed:					0
$Dinky shockwave:
	+Blast Force:		100
	+Inner Radius:		10
	+Outer Radius:		20
	+Shockwave Speed:	0.0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:					1.0
$Lifetime:							36.0
$Energy Consumed:					0.0
$Cargo Size:						2.5
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				1.0
	+View Cone:				360.0
	+Min Lock Time:			4.0
	+Lock Pixels/Sec:		40
	+Catch-up Pixels/Sec:	80
	+Catch-up Penalty:		10
	+Seeker Strength: 10
$Free Flight Time:					1.0
$LaunchSnd:							325
$ImpactSnd:							88
$FlyBySnd:							-1
$Rearm Rate:						0.02
+Weapon Range:						6000
$Flags: 							( "Huge" "No Dumbfire" "Big Ship" "bomb" "same turret cooldown" "cycle" "no lifeleft penalty" "corkscrew" )
$Trail:
	+Start Width:	6.4
	+End Width:		12.8
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4.0
	+Bitmap: 		Missiletrail101
	+Faded out sections: 1
$Impact Explosion: 					bomb_flare
$Impact Explosion Radius: 			75
$Dinky impact explosion: 			ExpMissileHit1
$Dinky impact explosion radius: 	28.64
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			14.32
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Muzzleflash: 						apocalypse
$Corkscrew:
	+Num Fired: 4
	+Radius: 10.0
	+Fire Delay: 2000
	+Twist: 1
$Thruster Flame Effect:				missilethruster02
$Thruster Glow Effect:				missileglow02

$Name:		Apocalypse#KarunaMk2
+Tech Description:					XSTR( "Like the Jackhammer and Sledgehammer, the GES-101 Apocalypse is an anti-ship torpedo empowered by the antimatter harvest of the Federation's Mercury-orbit stations. Enormous antimatter reserves have allowed the manufacture of tens of thousands of Apocalypse warheads. Unlike their fighter-borne cousins, the Apocalypse is warship-launched, and a proportionally greater component of its mass is devoted to range and speed as opposed to yield. Fired in salvoes of four, the Apocalypse gives Federation frigates and destroyers all-aspect, 360 by 360-degree engagement capability at excellent range. It would not be an exaggeration to suggest that the Apocalypse is the single greatest reason why the Federation fleet has not yet been shattered. GTVA warship commanders and fighter pilots have struggled to effectively screen their own ships from incoming Apocalypse flights, and although their yield is not astounding, they very effectively destroy subsystems and turrets. Larger versions of the Apocalypse torpedo with uprated engines are used by Narayana frigates as artillery weapons. They are also routinely carried on Solaris class Destroyers as main armament.", -1 )
$end_multi_text
$Turret Name: Torpedo Launcher
$Model File:						UEM_Apocalypse.pof
$POF target LOD:					0
$Light color:						(255, 176, 120)
$Mass:								30.0
$Velocity:							200.0
$Fire Wait:							20
$Damage:							500
$Damage Type: 						HugeWeapon
$Arm radius:						250
$Blast Force:						1000.0
$Inner Radius:						75.0
$Outer Radius:						150.0
$Shockwave Speed:					0
$Dinky shockwave:
	+Blast Force:		100
	+Inner Radius:		10
	+Outer Radius:		20
	+Shockwave Speed:	0.0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:					1.0
$Lifetime:							36.0
$Energy Consumed:					0.0
$Cargo Size:						2.5
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				1.0
	+View Cone:				360.0
	+Min Lock Time:			4.0
	+Lock Pixels/Sec:		40
	+Catch-up Pixels/Sec:	80
	+Catch-up Penalty:		10
	+Seeker Strength: 10
$Free Flight Time:					1.0
$LaunchSnd:							325
$ImpactSnd:							88
$FlyBySnd:							-1
$Rearm Rate:						0.02
+Weapon Range:						6000
$Flags: 							( "Huge" "No Dumbfire" "Big Ship" "bomb" "same turret cooldown" "cycle" "no lifeleft penalty" )
$Trail:
	+Start Width:	6.4
	+End Width:		12.8
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4.0
	+Bitmap: 		Missiletrail101
	+Faded out sections: 1
$Impact Explosion: 					bomb_flare
$Impact Explosion Radius: 			75
$Dinky impact explosion: 			ExpMissileHit1
$Dinky impact explosion radius: 	28.64
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			14.32
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Muzzleflash: 						apocalypse
$Thruster Flame Effect:				missilethruster02
$Thruster Glow Effect:				missileglow02

$Name:		Apocalypse#Narayana
$Alt Name: Apocalypse N
$Turret Name: Torpedo Launcher
$Model File:						UEM_Apocalypse.pof
$POF target LOD:					0
$Light color:						(255, 176, 120)
$Mass:								60.0
$Velocity:							200.0
$Fire Wait:							20.0
$Damage:							1000
$Damage Type: 						HugeWeapon
$Arm radius: 						250
$Shockwave Damage Type:				Shockwave
$Blast Force:						1000.0
$Inner Radius:						75.0
$Outer Radius:						150.0
$Shockwave Speed:					0
$Dinky shockwave:
	+Blast Force: 		100
	+Inner Radius: 		10
	+Outer Radius: 		20
	+Shockwave Speed: 	0.0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:  				1.0
$Lifetime: 							72.0
$Energy Consumed: 					0.0
$Cargo Size:						2.5
$Homing:  							YES
	+Type: 					ASPECT
	+Turn Time:  			2.0
	+View Cone:				360.0
	+Min Lock Time:			4.0
	+Lock Pixels/Sec: 		25
	+Catch-up Pixels/Sec: 	10
	+Catch-up Penalty: 		15
	+Seeker Strength: 10
$Free Flight Time: 					1.0
$LaunchSnd:							325
$ImpactSnd:							88
$FlyBySnd:							-1
$Rearm Rate:						0.02
+Weapon Range: 						12000
$Flags:								( "supercap" "Huge" "Big Ship" "No Dumbfire" "bomb" "same turret cooldown" "no lifeleft penalty" "cycle" "corkscrew" )
$Trail:
	+Start Width:	8.0
	+End Width:		16.0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4.0
	+Bitmap:		missiletrail104
	+Faded out sections: 1
$Impact Explosion: 					bomb_flare
$Impact Explosion Radius: 			100
$Dinky impact explosion: 			ExpMissileHit1
$Dinky impact explosion radius: 	28.64
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			14.32
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Muzzleflash: 						apocalypse
$Corkscrew:
	+Num Fired: 4
	+Radius: 10.0
	+Fire Delay: 2000
	+Twist: 1
$Thruster Flame Effect:				missilethruster02
$Thruster Glow Effect:				missileglow02

$Name:		Apocalypse#Solaris
$Turret Name: Torpedo Launcher
$Model File:						UEM_Apocalypse.pof
$POF target LOD:					0
$Light color:						(255, 176, 120)
$Mass:								40.0
$Velocity:							200.0
$Fire Wait:							20.0
$Damage:							500
$Damage Type: 						HugeWeapon
$Arm radius: 						250
$Shockwave Damage Type:				Shockwave
$Blast Force:						1000.0
$Inner Radius:						50.0
$Outer Radius:						100.0
$Shockwave Speed:					0
$Dinky shockwave:
	+Blast Force: 		100
	+Inner Radius: 		10
	+Outer Radius: 		20
	+Shockwave Speed: 	0.0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:   				1.0
$Lifetime: 							36.0
$Energy Consumed: 					0.0
$Cargo Size:						2.5
$Homing:  							YES
	+Type: 					ASPECT
	+Turn Time:  			1.5
	+View Cone:				360.0
	+Min Lock Time:			4.0
	+Lock Pixels/Sec:		25
	+Catch-up Pixels/Sec: 	10
	+Catch-up Penalty: 		15
	+Seeker Strength: 10
$Free Flight Time: 					2.0
$LaunchSnd:							325
$ImpactSnd:							88
$FlyBySnd:							-1
$Rearm Rate:						0.02
+Weapon Range: 						6000
$Flags:								( "Huge" "Big Ship" "No Dumbfire" "bomb" "same turret cooldown" "no lifeleft penalty" "cycle" "corkscrew" )
$Trail:
	+Start Width:	6.4
	+End Width:		12.8
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4.0
	+Bitmap: 		Missiletrail101
	+Faded out sections: 1
$Impact Explosion: 					bomb_flare
$Impact Explosion Radius: 			75
$Dinky impact explosion: 			ExpMissileHit1
$Dinky impact explosion radius: 	28.64
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			14.32
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Muzzleflash: 						apocalypse
$Corkscrew:
	+Num Fired: 4
	+Radius: 10.0
	+Fire Delay: 2000
	+Twist: 1
$Weapon Hitpoints:				500
$Thruster Flame Effect:				missilethruster02
$Thruster Glow Effect:				missileglow02


$Name:		Hydra#Karuna
	+Tech Title:					XSTR( "GES-112 Hydra", -1 )
	+Tech Anim:						none
	+Tech Description:				XSTR( "The Hydra is a novel torpedo specially designed by Wartime Special Projects to penetrate point defenses and fighter screens. Based on the same saturation concept as the Warhammer swarm torpedo carried by bombers and the Sanctus class cruiser, the Hydra is a two-stage weapon that differs somewhat in execution. The first stage is a warhead bus missile based on the Apocalypse missile frame. The second stage is a quartet of guided submunitions. While these are less effective than the standard Apocalypse torpedo, they are also much, much harder to intercept. Hydra missiles are now in limited but expanding deployment aboard all ships that are outfitted with the Hwacha or Hwacha Mk 2 missile launchers, but are generally used only in emergencies, or when the ship has depleted its store of Apocalypse torpedoes.", -1 )
$end_multi_text
$Turret Name: Torpedo Launcher
$Model File:						UEM_Apocalypse.pof
$POF target LOD:					0
$Light color:						(255, 176, 120)
$Mass:								30.0
$Velocity:							200.0
$Fire Wait:							20.0
$Damage:							10
$Damage Type: 						HugeWeapon
$Detonation Radius:					1500
$Shockwave Damage Type:				Shockwave
$Blast Force:						10.0
$Inner Radius: 						5.8
$Outer Radius:						11.6
$Shockwave Speed: 					0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:   				0.5
$Lifetime: 							36.0
$Energy Consumed: 					0.0
$Cargo Size:						2.5
$Homing:  							YES
	+Type: 					ASPECT
	+Turn Time:  			1.0
	+View Cone:				360.0
	+Min Lock Time:			4.0
	+Lock Pixels/Sec:		25
	+Catch-up Pixels/Sec: 	10
	+Catch-up Penalty: 		15
	+Seeker Strength: 10
$Swarm:								4
	+SwarmWait:		2.0
$Free Flight Time: 					1.0
$LaunchSnd:							325
$ImpactSnd:							MV_Clusterboom
$FlyBySnd:							-1
$Rearm Rate:						0.02
+Weapon Range: 						6000
$Flags:								( "huge" "Big Ship" "bomb" "No Dumbfire" "same turret cooldown" "no lifeleft penalty" "cycle" "smart spawn" "no subsystem homing" "Spawn Hydra#Spawn, 4" )
$Trail:
	+Start Width:	5
	+End Width:		10.4
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4.0
	+Bitmap: 		missiletrail101
	+Faded out sections: 1
$Impact Explosion: 					explo3
$Impact Explosion Radius: 			14.32
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			7.16
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Muzzleflash: 						apocalypse
$spawn Angle:						30
$Thruster Flame Effect:				missilethruster02
$Thruster Glow Effect:				missileglow02


$Name:		Hydra#Narayana
$Turret Name: Torpedo Launcher
$Model File:						UEM_Apocalypse.pof
$POF target LOD:					0
$Light color:						(255, 176, 120)
$Mass:								60.0
$Velocity:							200.0
$Fire Wait:							20.0
$Damage:							10
$Damage Type: 						HugeWeapon
$Detonation Radius:					1500
$Shockwave Damage Type:				Shockwave
$Blast Force:						10.0
$Inner Radius: 						21.5
$Outer Radius:						43.0
$Shockwave Speed: 					0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:   				0.5
$Lifetime: 							36.0
$Energy Consumed: 					0.0
$Cargo Size:						2.5
$Homing:  							YES
	+Type: 					ASPECT
	+Turn Time:  			2.0
	+View Cone:				360.0
	+Min Lock Time:			4.0
	+Lock Pixels/Sec:		25
	+Catch-up Pixels/Sec: 	10
	+Catch-up Penalty: 		15
	+Seeker Strength: 10
$Swarm:								4
	+SwarmWait:		2.0
$Free Flight Time: 					1.0
$LaunchSnd:							325
$ImpactSnd:							MV_Clusterboom
$FlyBySnd:							-1
$Rearm Rate:						0.02
+Weapon Range: 						6000
$Flags:								( "huge" "Big Ship" "bomb" "No Dumbfire" "same turret cooldown" "no lifeleft penalty" "cycle" "smart spawn" "no subsystem homing" "Spawn Hydra#Spawn, 6" )
$Trail:
	+Start Width:	6
	+End Width:		13
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4.0
	+Bitmap:		missiletrail104
	+Faded out sections: 1
$Impact Explosion: 					explo3
$Impact Explosion Radius: 			21.48
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			10.74
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Muzzleflash: 						apocalypse
$spawn Angle:						30
$Thruster Flame Effect:				missilethruster02
$Thruster Glow Effect:				missileglow02
$Thruster Glow Radius Factor:		1.5

$Name:		Hydra#Solaris
$Turret Name: Torpedo Launcher
$Model File:						UEM_Apocalypse.pof
$POF target LOD:					0
$Light color:						(255, 176, 120)
$Mass:								40.0
$Velocity:							200.0
$Fire Wait:							20.0
$Damage:							10
$Damage Type: 						HugeWeapon
$Detonation Radius:					1500
$Shockwave Damage Type:				Shockwave
$Blast Force:						10.0
$Inner Radius: 						9.2
$Outer Radius:						18.4
$Shockwave Speed: 					0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:   				0.5
$Lifetime: 							36.0
$Energy Consumed: 					0.0
$Cargo Size:						2.5
$Homing:  							YES
	+Type: 					ASPECT
	+Turn Time:  			1.5
	+View Cone:				360.0
	+Min Lock Time:			4.0
	+Lock Pixels/Sec:		25
	+Catch-up Pixels/Sec: 	10
	+Catch-up Penalty: 		15
	+Seeker Strength: 10
$Swarm:								4
	+SwarmWait:		2.0
$Free Flight Time: 					2.0
$LaunchSnd:							325
$ImpactSnd:							MV_Clusterboom
$FlyBySnd:							-1
$Rearm Rate:						0.02
+Weapon Range: 						6000
$Flags:								( "huge" "Big Ship" "bomb" "No Dumbfire" "same turret cooldown" "no lifeleft penalty" "cycle" "smart spawn" "no subsystem homing" "Spawn Hydra#Spawn, 6" )
$Trail:
	+Start Width:	6
	+End Width:		13
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4.0
	+Bitmap:		missiletrail104
	+Faded out sections: 1
$Impact Explosion: 					explo3
$Impact Explosion Radius: 			21.48
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			10.74
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Muzzleflash: 						apocalypse
$spawn Angle:						30
$Thruster Flame Effect:				missilethruster02
$Thruster Glow Effect:				missileglow02
$Thruster Glow Radius Factor:		1.5


$Name: 		Hydra#Spawn
$Model File:						UEM_WarhammerD.pof
$POF target LOD:					0
$Light color:						(255, 176, 120)
$Mass:								20.0
$Velocity:							200.0
$Fire Wait:							0.1
$Damage:							125
$Damage Type: 						HugeWeapon
$Arm radius: 						250
$Shockwave Damage Type:				Shockwave
$Blast Force:    					500.0
$Inner Radius:						25.0
$Outer Radius:						50.0
$Shockwave Speed:					0
$Dinky shockwave:
	+Blast Force: 		5
	+Inner Radius: 		4
	+Outer Radius: 		8
	+Shockwave Speed: 	0.0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:					1.0
$Lifetime: 							9.0
$Energy Consumed: 					0.0
$Cargo Size:						2.5
$Homing:  							YES
	+Type:			HEAT
	+Turn Time:		0.8
	+View Cone:		360.0
	+Seeker Strength: 10
$LaunchSnd:							-1
$ImpactSnd:							MV_Missile
$FlyBySnd:							-1
$Rearm Rate:						0.02
+Weapon Range: 						1800
$Flags:								( "Huge" "bomb" "no lifeleft penalty" "child" "inherit parent target" "no subsystem homing" "corkscrew" )
$Trail:
	+Start Width:	2
	+End Width:		5.2
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4.0
	+Bitmap: 		missiletrail101
	+Faded out sections: 1
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius:			7.76
$Dinky impact explosion: 			ExpMissileHit1
$Dinky impact explosion radius: 	7.76
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			3.88
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Corkscrew:
	+Num Fired: 1
	+Radius: 5.0
	+Twist: 1
$Thruster Flame Effect:				missilethruster02
$Thruster Glow Effect:				missileglow02


$Name: 		Warhammer#Custos
$Turret Name: Torpedo Launcher
$Model File:						UEM_WarhammerD.pof
$POF target LOD:					0
$Light color:						(255, 176, 120)
$Mass:								20.0
$Velocity:							100.0
$Fire Wait:							15.0
$Damage:							150
$Damage Type: 						HugeWeapon
$Arm radius: 						250
$Shockwave Damage Type:				Shockwave
$Blast Force:    					500.0
$Inner Radius:						50.0
$Outer Radius:						100.0
$Shockwave Speed:					0
$Dinky shockwave:
	+Blast Force: 		50
	+Inner Radius: 		5
	+Outer Radius: 		15
	+Shockwave Speed: 	0.0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:					1.0
$Lifetime: 							48.0
$Energy Consumed: 					0.0
$Cargo Size:						2.5
$Homing:  							YES
	+Type: 					ASPECT
	+Turn Time: 			0.80
	+View Cone:				360.0
	+Min Lock Time:			4.0
	+Lock Pixels/Sec: 		25
	+Catch-up Pixels/Sec: 	10
	+Catch-up Penalty: 		15
	+Seeker Strength: 10
$LaunchSnd:							326
$ImpactSnd:							MV_Missile
$FlyBySnd:							-1
$Rearm Rate: 						12
+Weapon Range: 						4500
$Flags:								(  "Huge" "Big Ship" "No Dumbfire" "bomb" "no lifeleft penalty" "cycle" "same turret cooldown" "corkscrew" )
$Trail:
	+Start Width:	2
	+End Width:		5.3
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4.0
	+Bitmap: 		missiletrail101
	+Faded out sections: 1
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius:			7.76
$Dinky impact explosion: 			ExpMissileHit1
$Dinky impact explosion radius: 	7.76
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			3.88
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Muzzleflash: 						warhammer
$Corkscrew:
	+Num Fired: 4
	+Radius: 5.0
	+Twist: 1
$Thruster Flame Effect:				missilethruster02
$Thruster Glow Effect:				missileglow02


$Name: 		Hydra#Sanctus
$Turret Name: Torpedo Launcher
$Model File:						UEM_WarhammerD.pof
$POF target LOD:					0
$Light color:						(255, 176, 120)
$Mass:								20.0
$Velocity:							200.0
$Fire Wait:							60
$Damage:							125
$Damage Type: 						HugeWeapon
$Arm radius: 						250
$Shockwave Damage Type:				Shockwave
$Blast Force:    					500.0
$Inner Radius:						50.0
$Outer Radius:						100.0
$Shockwave Speed:					0
$Dinky shockwave:
	+Blast Force: 		5
	+Inner Radius: 		4
	+Outer Radius: 		8
	+Shockwave Speed: 	0.0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:					1.0
$Lifetime: 							36.0
$Energy Consumed: 					0.0
$Cargo Size:						2.5
$Homing:  							YES
	+Type:			HEAT
	+Turn Time:		0.8
	+View Cone:		360.0
	+Seeker Strength: 10
$LaunchSnd:							326
$ImpactSnd:							MV_Missile
$FlyBySnd:							-1
$Rearm Rate:						0.02
+Weapon Range: 						6000
$Flags:								( "Huge" "bomb" "same turret cooldown" "cycle" "no lifeleft penalty" "no subsystem homing" "corkscrew" )
$Trail:
	+Start Width:	2
	+End Width:		5.3
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4.0
	+Bitmap: 		missiletrail101
	+Faded out sections: 1
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius:			7.76
$Dinky impact explosion: 			ExpMissileHit1
$Dinky impact explosion radius: 	7.76
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			3.88
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Muzzleflash: 						apocalypse
$Corkscrew:
	+Num Fired: 1
	+Radius: 5.0
	+Twist: 1
$Burst Shots: 						12
$Burst Delay: 						100
$Burst Flags: 						( "fast firing" )
$Thruster Flame Effect:				missilethruster02
$Thruster Glow Effect:				missileglow02



$Name:		Ouster
+Tech Description:					XSTR( "The Ouster is a widely produced Gef imitation of the UEF's standard-issue Apocalypse torpedo. Armed with a four-stage fusion warhead instead of an antimatter tip and guided by comparatively primitive systems, the Ouster poses a limited but respectable standoff attack threat.", -1 )
$end_multi_text
$Turret Name: Torpedo Launcher
$Model File:						GTM_Eos.pof
$POF target LOD:					0
$Light color:						(255, 176, 120)
$Mass:								60.0
$Velocity:							200.0
$Fire Wait:							60.0
$Damage:							1000
$Damage Type: 						HugeWeapon
$Arm radius: 						250
$Shockwave Damage Type:				Shockwave
$Blast Force:						1000.0
$Inner Radius:						50.0
$Outer Radius:						100.0
$Shockwave Speed:					0
$Dinky shockwave:
	+Blast Force: 		100
	+Inner Radius: 		10
	+Outer Radius: 		20
	+Shockwave Speed: 	0.0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:  				1.0
$Lifetime: 							72.0
$Energy Consumed: 					0.0
$Cargo Size:						2.5
$Homing:  							YES
	+Type: 					HEAT
	+Turn Time:  			2.0
	+View Cone:				360.0
	+Seeker Strength: 5
$Free Flight Time: 					1.0
$LaunchSnd:							92
$ImpactSnd:							88
$FlyBySnd:							-1
$Rearm Rate:						0.02
+Weapon Range: 						12000
$Flags:								( "supercap" "Huge" "Big Ship" "No Dumbfire" "bomb" "same turret cooldown" "no lifeleft penalty" "cycle" "corkscrew" )
$Trail:
	+Start Width:	8.0
	+End Width:		16.0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4.0
	+Bitmap:		missiletrail105
	+Faded out sections: 1
$Impact Explosion: 					bomb_flare
$Impact Explosion Radius: 			100
$Dinky impact explosion: 			ExpMissileHit1
$Dinky impact explosion radius: 	28.64
$Muzzleflash: 						apocalypse
$Corkscrew:
	+Num Fired: 2
	+Radius: 10.0
	+Fire Delay: 2000
	+Twist: 1
$Thruster Flame Effect:				missilethruster01
$Thruster Glow Effect:				missileglow01
$Thruster Glow Radius Factor:		1.5

$Name: AL-SS/SAM
+Tech Description:					XSTR( "A surface-to-surface/surface-to-air missile representative of those deployed by heavy armor.", -1 )
$end_multi_text
$Turret Name: Missile Lnchr
$Model File:						UEM_WarhammerB.pof
$POF target LOD:					0
$Light color:						(255, 176, 120)
$Mass:								60.0
$Velocity:							200.0
$Fire Wait:							60.0
$Damage:							200
$Damage Type: 						NormalWeapon
$Arm radius: 						250
$Shockwave Damage Type:				Shockwave
$Blast Force:						100.0
$Inner Radius: 						15.0
$Outer Radius:						30.0
$Shockwave Speed: 					0
$Dinky shockwave:
	+Blast Force: 		100
	+Inner Radius: 		10
	+Outer Radius: 		20
	+Shockwave Speed: 	0.0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:  				0.5
$Lifetime: 							72.0
$Energy Consumed: 					0.0
$Cargo Size:						2.5
$Homing:  							YES
	+Type: 					HEAT
	+Turn Time:  			2.0
	+View Cone:				360.0
	+Seeker Strength: 10
$Swarm:								2
	+SwarmWait:		2.0
$Free Flight Time: 					1.0
$LaunchSnd:							325
$ImpactSnd:							MV_Missile
$FlyBySnd:							-1
$Rearm Rate:						0.02
+Weapon Range: 						12000
$Flags:								( "supercap" "Huge" "Big Ship" "No Dumbfire" "bomb" "same turret cooldown" "no lifeleft penalty" "cycle" )
$Trail:
	+Start Width:	10.0
	+End Width:	20.0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4.0
	+Bitmap:		Missiletrail101
	+Faded out sections: 2
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius:			7.76
$Dinky impact explosion: 			ExpMissileHit1
$Dinky impact explosion radius: 	7.76
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			3.88
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Muzzleflash:				massdriver_sanctus
$Thruster Flame Effect:				missilethruster02
$Thruster Glow Effect:				missileglow02



$Name:		Apocalypse#SolarisWeak
$Turret Name: Torpedo Launcher
$Model File:						UEM_Apocalypse.pof
$POF target LOD:					0
$Light color:						(255, 176, 120)
$Mass:								40.0
$Velocity:							100.0
$Fire Wait:							40.0
$Damage:							500
$Damage Type: 						HugeWeapon
$Arm radius: 						250
$Shockwave Damage Type:				Shockwave
$Blast Force:						1000.0
$Inner Radius:						50.0
$Outer Radius:						100.0
$Shockwave Speed:					0
$Dinky shockwave:
	+Blast Force: 		100
	+Inner Radius: 		10
	+Outer Radius: 		20
	+Shockwave Speed: 	0.0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:   				1.0
$Lifetime: 							72.0
$Energy Consumed: 					0.0
$Cargo Size:						2.5
$Homing:  							YES
	+Type: 					ASPECT
	+Turn Time:  			1.5
	+View Cone:				360.0
	+Min Lock Time:			4.0
	+Lock Pixels/Sec:		25
	+Catch-up Pixels/Sec: 	10
	+Catch-up Penalty: 		15
	+Seeker Strength:		0.1
$Free Flight Time: 					2.0
$LaunchSnd:							325
$ImpactSnd:							88
$FlyBySnd:							-1
$Rearm Rate:						0.02
+Weapon Range: 						6000
$Flags:								( "Huge" "Big Ship" "No Dumbfire" "bomb" "same turret cooldown" "no lifeleft penalty" "cycle" "takes blast damage" "takes shockwave damage" "corkscrew" )
$Trail:
	+Start Width:	6.4
	+End Width:		12.8
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4.0
	+Bitmap: 		Missiletrail101
	+Faded out sections: 1
$Impact Explosion: 					bomb_flare
$Impact Explosion Radius: 			75
$Dinky impact explosion: 			ExpMissileHit1
$Dinky impact explosion radius: 	28.64
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			14.32
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Muzzleflash:				apocalypse
$Corkscrew:
	+Num Fired: 4
	+Radius: 10.0
	+Fire Delay: 5000
	+Twist: 1
$Thruster Flame Effect:				missilethruster02
$Thruster Glow Effect:				missileglow02


$Name: 		Warhammer#Vindicator
$Turret Name: Torpedo Launcher
$Model File:						UEM_WarhammerD.pof
$POF target LOD:					0
$Light color:						(255, 176, 120)
$Mass:								20.0
$Velocity:							100.0
$Fire Wait:							5.0
$Damage:							150
$Damage Type: 						HugeWeapon
$Arm radius: 						250
$Shockwave Damage Type:				Shockwave
$Blast Force:    					500.0
$Inner Radius:						50.0
$Outer Radius:						100.0
$Shockwave Speed:					0
$Dinky shockwave:
	+Blast Force: 		50
	+Inner Radius: 		5
	+Outer Radius: 		15
	+Shockwave Speed: 	0.0
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:					1.0
$Lifetime: 							48.0
$Energy Consumed: 					0.0
$Cargo Size:						2.5
$Homing:  							YES
	+Type: 					ASPECT
	+Turn Time: 			0.80
	+Min Lock Time:			4.0
	+Lock Pixels/Sec: 		25
	+Catch-up Pixels/Sec: 	10
	+Catch-up Penalty: 		15
	+Seeker Strength: 10
$LaunchSnd:							326
$ImpactSnd:							MV_Missile
$FlyBySnd:							-1
$Rearm Rate: 						12
+Weapon Range: 						4500
$Flags:								(  "Huge" "Big Ship" "No Dumbfire" "bomb" "no lifeleft penalty" "cycle" "corkscrew" )
$Trail:
	+Start Width:	3
	+End Width:		5.3
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		4.0
	+Bitmap: 		missiletrail101
	+Faded out sections: 1
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius:			7.76
$Dinky impact explosion: 			ExpMissileHit1
$Dinky impact explosion radius: 	7.76
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			3.88
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Muzzleflash:			warhammer
$Corkscrew:
	+Num Fired: 4
	+Radius: 5.0
	+Twist: 1
$Thruster Flame Effect:				missilethruster02
$Thruster Glow Effect:				missileglow02

$Name:		Javelin#LR
	+Title:							XSTR( "Javelin", -1 )
	+Description: 					XSTR("
	Aspect-seeking missile
	Velocity 250, Range 1325, ROF 2.0
	DPS 40 Armor, 32 Shield, 28 Subsystem
	BAS 2.5
	", -1 )
$end_multi_text
	+Tech Title:					XSTR( "Javelin", -1 )
	+Tech Anim:						none
+Tech Description:					XSTR( "The Kiribati-Sunder GES-1 Javelin follows in the Interceptor's footsteps, providing the UEF military with an anti-fighter missile with fast lock-on and adequate stopping power. Compared to the GTVA Harpoon, the Javelin has faster lock-on, but lower impact damage. ", -1 )
$end_multi_text
$Turret Name: Guided Missile
$tech model: 						UEM_JavelinT.pof
$Model File: 						UEM_JavelinM.pof
$External Model File: 				UEM_JavelinP.pof
$Mass:								15.0
$Velocity:							200.0
$Fire Wait:							2.0
$Damage:							80
$Damage Type: 						NormalWeapon
$Shockwave Damage Type:				Shockwave
$Blast Force:						500.0
$Inner Radius:						10.0
$Outer Radius:						50.0
$Shockwave Speed:					80
;$Shockwave Name:					shockwave01
$Armor Factor:						1.0
$Shield Factor:						0.8
$Subsystem Factor:					0.7
$Lifetime:							8.0
$Energy Consumed:					0.0
$Cargo Size:						2.5
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				1.5
	+Min Lock Time:			1.8
	+Lock Pixels/Sec:		80
	+Catch-up Pixels/Sec:	120
	+Catch-up Penalty:		30
$LaunchSnd:							91
$ImpactSnd:							MV_Missile
$FlyBySnd:							-1
$Rearm Rate:						2.0
+Weapon Range: 						1325
$Flags:								( )
$Trail:
	+Start Width:	0.2
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		2.5

	+Bitmap:		missiletrail03
$Impact Explosion:					ExpMissileHit1
$Impact Explosion Radius: 			8.2
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius: 			4.1
$Piercing Impact Velocity: 			20
$Piercing Impact Splash Velocity: 	-5
$Piercing Impact Variance: 			0.1
$Piercing Impact Particles: 		5
$Thruster Flame Effect:				missilethruster03
$Thruster Glow Effect:				missileglow03

$Name:		Eos#SSM
	+Tech Title:					XSTR( "Eos Torpedo", -1 )
	+Tech Description:				XSTR( "The Eos torpedo is a nuclear weapon carried in large numbers by Erebus- and Titan-class destroyers. One of a number of munitions that can be launched from the SARISSA-M multiple missile launcher, the Eos is a long-range weapon with about half the yield of bomber-delivered Cyclops warheads. Though its role in destroyer arsenals is supplementary to that of beams, it has a powered flight range of nearly 6000 meters and it can engage enemies at any angle. Torpedoes are expected to play an even greater role in GTVA tactical doctrine in years to come.", -1 )
$end_multi_text
$Turret Name: 						Torpedo Launcher
$Model File:						GTM_Eos.pof
$POF target LOD:					0
$Mass:								30.0
$Velocity:							170.0
$Fire Wait:							2.0 ;; To be used in conjunction with tags!
$Damage:							1000
$Damage Type: 						HugeWeapon
$Shockwave Damage Type:				Shockwave
$Blast Force:						1000.0
$Inner Radius:						150.0
$Outer Radius:						300.0
$Shockwave Speed:					0

$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:					1.0
$Lifetime:							42.0
$Energy Consumed:					0.0
$Cargo Size:						5.0
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				1.0
	+View Cone:				360.0
	+Min Lock Time:			3.0
	+Lock Pixels/Sec:		40
	+Catch-up Pixels/Sec:	80
	+Catch-up Penalty:		10
	+Seeker Strength: 10
$Free Flight Time:					3
$LaunchSnd:							92
$ImpactSnd:							88
$FlyBySnd:							-1
$Rearm Rate:						1.0
+Weapon Range:						5950
$Flags: 							( "Huge" "bomb" "Big Ship" "same turret cooldown" "no lifeleft penalty" "particle spew" "local ssm" )
$Trail:
	+Start Width:		.875                                      
	+End Width:			10.5                                       
	+Start Alpha:		1.0
	+End Alpha:			0.0
	+Max Life:			5.0
	+Spread:			0.1
	+Bitmap:			Missiletrail106
$Impact Explosion: 					bomb_flare
$Impact Explosion Radius: 			100
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			14.32
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Local SSM:
	+Warpout Delay:		500
	+Warpin Delay:		200
	+Stage 5 Velocity:	170
	+Warpin Radius:		250
	+Lock Range:		40000
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	0.7
	+Life:		0.1
	+Scale:		0.0
	+Bitmap:	missilespew03
$Thruster Flame Effect:				missilethruster03
$Thruster Glow Effect:				missileglow03
$Thruster Glow Radius Factor:		2.0

$Name:                                  Trebuchet#Aegis
+Title:                                 XSTR("GTM-55x Trebuchet", -1)
+Tech Description:
XSTR(
"Capital ship mounted Trebuchet.", -1)
$end_multi_text
$Turret Name: 						Long Range Missile
$Model File:									trebuchet.pof
$Mass:											20.0
$Velocity:										380.0
$Fire Wait:										12.0
$Damage:										300														;; damage applied when within inner radius
$Damage Type: 									NormalWeapon
$Detonation Radius:								1400
$Blast Force:									160.0
$Inner Radius:									20.0														;; radius at which damage is full (0 for impact only)
$Outer Radius:									40.0														;; max radius for attenuated damage (0 for impact only)
$Shockwave Speed:								0                                            ;; velocity of shockwave.  0 for none.
$Armor Factor:									0.9
$Shield Factor:									0.5
$Subsystem Factor:								2.4
$Lifetime:										14.0
$Energy Consumed:								0.0														;; Energy used when fired
$Cargo Size:									1.0														;; Amount of space taken up in weapon cargo
$Homing:										YES
	;; the following indented fields are only required when $Homing is YES
	+Type:										ASPECT													;; Legal: HEAT, ASPECT
	+Turn Time:									1.0
	+View Cone: 									360
	+Min Lock Time:								3.5														;; Minimum lock time (in seconds)
	+Lock Pixels/Sec:							70                                           ;; Pixels moved per sec while locking
	+Catch-up Pixels/Sec:						120												;; Pixels moved per sec while catching up
	+Catch-up Penalty:							15
	+Seeker Strength:							1000																		;
$Free Flight Time:			1
$Free Flight Speed Factor:		0.5
$LaunchSnd:										92                                           ;; The sound it makes when fired
$ImpactSnd:										MV_Missile                                           ;; The sound it makes when it hits something
$FlyBySnd:										-1
$Rearm Rate:									0.33							;; number of missiles/sec that are rearmed	
+Weapon Range: 							6000
+Weapon Min Range: 						1000												
$Flags:											( "particle spew" "Spawn Trebuchet,1" "can be targeted" "smart spawn" )
$Trail:
	+Start Width:	0.6
	+End Width:		0
	+Start Alpha:	1.0
	+End Alpha:		0.0
	+Max Life:		5.0
	+Bitmap:		missiletrail06
$Icon:											iconTrebuchet
$Anim:											trebuchet
$Impact Explosion Radius:			20.74
$Piercing Impact Explosion: 		ParticleSmoke01
$Piercing Impact Radius:			10.37
$Piercing Impact Velocity:			20
$Piercing Impact Splash Velocity:	-5
$Piercing Impact Variance:			0.1
$Piercing Impact Particles:			10
$Muzzleflash:					warhammer			
$Spawn Angle:					1									
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	0.2
	+Life:		0.1
	+Scale:		0.0
	+Bitmap:	missilespew06
$Thruster Flame Effect:				missilethruster06
$Thruster Glow Effect:				missileglow06

$Name:		Eos#bomber
	+Tech Title:					XSTR( "Eos ISM", -1 )
	+Tech Description:				XSTR( "The Eos Interim Strike Missile is a variant of the warship-launched torpedo adapted for use by bombers, including the GTVA's new OpEval drone platforms. Like its cousin, it is a high-speed, low-yield weapon.", -1 )
$end_multi_text
$Model File:						GTM_Eos.pof
$POF target LOD:					0
$Mass:								30.0
$Velocity:							170.0
$Fire Wait:							30.0
$Damage:							1000
$Damage Type: 						HugeWeapon
$Blast Force:						1000.0
$Inner Radius:						150.0
$Outer Radius:						300.0
$Shockwave Speed:					60
;$Shockwave Name:					shockwave01
$Armor Factor:						1.0
$Shield Factor:						0.1
$Subsystem Factor:					0.5
$Lifetime:							42.0
$Energy Consumed:					0.0
$Cargo Size:						15.0
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				1.0
	+View Cone:				360.0
	+Min Lock Time:			3.0
	+Lock Pixels/Sec:		40
	+Catch-up Pixels/Sec:	80
	+Catch-up Penalty:		10
	+Seeker Strength:		10
$Free Flight Time:					3
$LaunchSnd:							92
$ImpactSnd:							88
$FlyBySnd:							-1
$Rearm Rate:						1.0
+Weapon Range:						5950
$Flags: 							( "Huge" "bomb" "no lifeleft penalty" "particle spew" )
$Trail:
	+Start Width:		.875                                      
	+End Width:			10.5                                       
	+Start Alpha:		1.0
	+End Alpha:			0.0
	+Max Life:			5.0
	+Bitmap:			Missiletrail106 
$Impact Explosion:					Flash_Flare_BLU
$Impact Explosion Radius:			100
$Piercing Impact Explosion: 		particlesmoke01
$Piercing Impact Radius: 			14.32
$Piercing Impact Velocity: 			25
$Piercing Impact Splash Velocity: 	-25
$Piercing Impact Variance: 			20000
$Piercing Impact Particles: 		10
$Corkscrew:
	+Num Fired:			1
	+Radius:			.5
	+Fire Delay:			0
	+Counter rotate:		1
	+Twist:				3
$Pspew:
	+Count:		1
	+Time:		1
	+Vel:		0.0
	+Radius:	0.7
	+Life:		0.1
	+Scale:		0.0
	+Bitmap:	missilespew03
$Thruster Flame Effect:				missilethruster03
$Thruster Glow Effect:				missileglow03
$Thruster Glow Radius Factor:		2.0

$Name:		Drop Pod Effect#New
$Model File:                    Dakota_Hov_tank_Drop.pof
$Mass:								0
$Velocity:							600.0
$Fire Wait: 						10
$Damage: 							1
$Damage Type: 						NormalWeapon
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							60.0
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							YES
	+Type:					ASPECT
	+Turn Time:				1.0
	+View Cone:				360.0
	+Min Lock Time:			3.0
	+Lock Pixels/Sec:		40
	+Catch-up Pixels/Sec:	80
	+Catch-up Penalty:		10
	+Seeker Strength:		2
$Acceleration Time:					0.2
$Free Flight Time:					0
$LaunchSnd:							118
$ImpactSnd:							-1
;$Rearm Rate: 						300.0
$Flags:								( "particle spew" "no lifeleft penalty")
$Trail:
	+Start Width: 	100.0
	+End Width:	    0.0
	+Start Alpha: 	1
	+End Alpha: 	0
	+Max Life: 		6
	+Bitmap: 		MissileTrail01
$Muzzleflash: 						Cmuzzle_small
$Pspew:
	+Count:		5
	+Time:		1
	+Vel:		0.0
	+Radius:	10.5
	+Life:		1.0
	+Scale:		0.0
	+Bitmap:	missilespew02
	
$Name:		Drop Pod Effect#NewDumb
$Model File:                    Dakota_Hov_tank_Drop.pof
$Mass:								0
$Velocity:							600.0
$Fire Wait: 						10
$Damage: 							1
$Damage Type: 						NormalWeapon
$Armor Factor:						1.0
$Shield Factor:						1.0
$Subsystem Factor:					1.0
$Lifetime:							60.0
$Energy Consumed: 					0.1
$Cargo Size: 						0.05
$Homing:							NO
$LaunchSnd:							118
$ImpactSnd:							-1
;$Rearm Rate: 						300.0
$Flags:								( "particle spew" "no lifeleft penalty")
$Trail:
	+Start Width: 	100.0
	+End Width:	    0.0
	+Start Alpha: 	1
	+End Alpha: 	0
	+Max Life: 		6
	+Bitmap: 		MissileTrail01
$Muzzleflash: 						Cmuzzle_small
$Pspew:
	+Count:		5
	+Time:		1
	+Vel:		0.0
	+Radius:	10.5
	+Life:		1.0
	+Scale:		0.0
	+Bitmap:	missilespew02

#End

$Player Weapon Precedence: (
	"UX Accelerator"
	"Sidhe"
	"Rapier"
	"Maul"
	"Vulcan"
	"Balrog"
	"Balor"
	"UD-8 Kayser"
	"Prometheus S"
	"Mekhu HL-7"
	"Subach HL-7"
	"Morning Star"
	"Prometheus R"
	"Scalpel"
	"Akheton SDG"
	"Training"
	"Revelation"
	"Sledgehammer"
	"Jackhammer IIEC"
	"Helios"
	"Jackhammer"
	"Cyclops#Short"
	"Warhammer"
	"Cyclops"
	"Grimler"
	"Trebuchet"
	"Dirk"
	"Dart"
	"Tornado"
	"Javelin"
	"Harpoon"
	"Hellfire"
	"Tempest"
	"Rockeye"
	"Hornet"
	"Slammer"
	"Piranha"
	"Stiletto II"
)